From f4af3aad456bd8c94caad8eb28177a90b5a9a094 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Tue, 26 Jan 2021 00:33:21 -0500 Subject: [PATCH 01/83] skills v1 --- module/characterImporter.js | 68 ++++++++++++++++++++++++++++++++++++- 1 file changed, 67 insertions(+), 1 deletion(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index e5af2c18..d517e4f7 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -49,6 +49,63 @@ export default class CharacterImporter { }, }; + const skills = { + acr: { + value: sourceCharacter.attribs.find(e => e.name == 'acrobatics_type').current + }, + ani: { + value: sourceCharacter.attribs.find(e => e.name == 'animal_handling_type').current + }, + ath: { + value: sourceCharacter.attribs.find(e => e.name == 'athletics_type').current + }, + dec: { + value: sourceCharacter.attribs.find(e => e.name == 'deception_type').current + }, + ins: { + value: sourceCharacter.attribs.find(e => e.name == 'insight_type').current + }, + inv: { + value: sourceCharacter.attribs.find(e => e.name == 'investigation_type').current + }, + itm: { + value: sourceCharacter.attribs.find(e => e.name == 'intimidation_type').current + }, + lor: { + value: sourceCharacter.attribs.find(e => e.name == 'lore_type').current + }, + med: { + value: sourceCharacter.attribs.find(e => e.name == 'medicine_type').current + }, + nat: { + value: sourceCharacter.attribs.find(e => e.name == 'nature_type').current + }, + per: { + value: sourceCharacter.attribs.find(e => e.name == 'persuasion_type').current + }, + pil: { + value: sourceCharacter.attribs.find(e => e.name == 'piloting_type').current + }, + prc: { + value: sourceCharacter.attribs.find(e => e.name == 'perception_type').current + }, + prf: { + value: sourceCharacter.attribs.find(e => e.name == 'performance_type').current + }, + slt: { + value: sourceCharacter.attribs.find(e => e.name == 'sleight_of_hand_type').current + }, + ste: { + value: sourceCharacter.attribs.find(e => e.name == 'stealth_type').current + }, + sur: { + value: sourceCharacter.attribs.find(e => e.name == 'survival_type').current + }, + tec: { + value: sourceCharacter.attribs.find(e => e.name == 'technology_type').current + } + }; + const targetCharacter = { name: sourceCharacter.name, type: "character", @@ -58,7 +115,8 @@ export default class CharacterImporter { attributes: { ac: ac, hp: hp - } + }, + skills: skills } }; @@ -77,6 +135,14 @@ export default class CharacterImporter { await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false }); } + static async addSkils(){ + // data.skills.skill.value is all that matters + // value = 0 = regular + // value = 0.5 = half-proficient + // value = 1 = proficient + // value = 2 = expertise + } + static addImportButton(html){ const header = $("#actors").find("header.directory-header"); const search = $("#actors").children().find("div.header-search"); From 52fd477d397acea45b9573ad443ba2a5ff2c6046 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Tue, 26 Jan 2021 01:24:16 -0500 Subject: [PATCH 02/83] skills v2 --- module/characterImporter.js | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index d517e4f7..5339522c 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -49,6 +49,15 @@ export default class CharacterImporter { }, }; + /* ----------------------------------------------------------------- */ + /* character.data.skills..value is all that matters + /* values can be 0, 0.5, 1 or 2 + /* 0 = regular + /* 0.5 = half-proficient + /* 1 = proficient + /* 2 = expertise + /* foundry takes care of calculating the rest + /* ----------------------------------------------------------------- */ const skills = { acr: { value: sourceCharacter.attribs.find(e => e.name == 'acrobatics_type').current @@ -135,14 +144,6 @@ export default class CharacterImporter { await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false }); } - static async addSkils(){ - // data.skills.skill.value is all that matters - // value = 0 = regular - // value = 0.5 = half-proficient - // value = 1 = proficient - // value = 2 = expertise - } - static addImportButton(html){ const header = $("#actors").find("header.directory-header"); const search = $("#actors").children().find("div.header-search"); From 6f90f19ad19ba12a2a92f020cb471b5d2f0cd282 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Tue, 26 Jan 2021 02:00:30 -0500 Subject: [PATCH 03/83] Update characterImporter.js --- module/characterImporter.js | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index 5339522c..3616496c 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -3,7 +3,7 @@ export default class CharacterImporter { // transform JSON from sw5e.com to Foundry friendly format // and insert new actor static async transform(rawCharacter){ - const sourceCharacter = JSON.parse(rawCharacter); //source character + const sourceCharacter = JSON.parse(rawCharacter); const details = { species: sourceCharacter.attribs.find(e => e.name == "race").current, @@ -131,12 +131,14 @@ export default class CharacterImporter { let actor = await Actor.create(targetCharacter); + //add class and level const profession = sourceCharacter.attribs.find(e => e.name == "class").current; let professionLevel = sourceCharacter.attribs.find(e => e.name == "class_display").current; professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); //remove a-z, leaving only integers CharacterImporter.addClasses(profession, professionLevel, actor); } + //currently only works with 1 class static async addClasses(profession, level, actor){ let classes = await game.packs.get('sw5e.classes').getContent(); let assignedClass = classes.find( c => c.name === profession ); From 826f042dbb26de595d4437098a8af80375af2b60 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Tue, 26 Jan 2021 10:09:28 -0500 Subject: [PATCH 04/83] skills and multiclass working --- module/characterImporter.js | 62 ++++++++++++++++++++++++++++++------- 1 file changed, 50 insertions(+), 12 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index 3616496c..c2584527 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -130,20 +130,58 @@ export default class CharacterImporter { }; let actor = await Actor.create(targetCharacter); - - //add class and level - const profession = sourceCharacter.attribs.find(e => e.name == "class").current; - let professionLevel = sourceCharacter.attribs.find(e => e.name == "class_display").current; - professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); //remove a-z, leaving only integers - CharacterImporter.addClasses(profession, professionLevel, actor); + CharacterImporter.addProfessions(sourceCharacter, actor); } - //currently only works with 1 class - static async addClasses(profession, level, actor){ - let classes = await game.packs.get('sw5e.classes').getContent(); - let assignedClass = classes.find( c => c.name === profession ); - assignedClass.data.data.levels = level; - await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false }); + static async addProfessions(sourceCharacter, actor){ + // "class" is a reserved word, therefore I use profession where I can. + let result = []; + + // parse all class and multiclassX items + // couldn't get Array.filter to work here for some reason + sourceCharacter.attribs.forEach( (e) => { + if ( CharacterImporter.classOrMulticlass(e.name) ){ + var t = { + profession: CharacterImporter.capitalize(e.current), + type: CharacterImporter.baseOrMulti(e.name), + level: CharacterImporter.getLevel(e, sourceCharacter) + } + result.push(t); + } + }); + + const professionsPack = await game.packs.get('sw5e.classes').getContent(); + result.forEach( (prof) => { + let assignedProfession = professionsPack.find( o => o.name === prof.profession ); + assignedProfession.data.data.levels = prof.level; + actor.createEmbeddedEntity("OwnedItem", assignedProfession.data, { displaySheet: false }); + }); + } + + static classOrMulticlass(name){ + return name === 'class' || (name.includes('multiclass') && name.length <= 12); + } + + static baseOrMulti(name){ + if (name === 'class'){ + return 'base_class'; + } else { + return 'multi_class'; + } + } + + static getLevel(item, sourceCharacter){ + if (item.name === 'class'){ + let result = sourceCharacter.attribs.find( e => e.name === 'base_level' ).current; + return parseInt(result); + } else { + let result = sourceCharacter.attribs.find( e => e.name === `${item.name}_lvl` ).current; + return parseInt(result); + } + } + + static capitalize(str){ + return str.charAt(0).toUpperCase() + str.slice(1); } static addImportButton(html){ From abc65220ec7a43d6c3bc3b10ac9eb974c0163dad Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Tue, 26 Jan 2021 10:11:52 -0500 Subject: [PATCH 05/83] skills and multiclass working --- module/characterImporter.js | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index c2584527..b87e50fc 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -133,12 +133,15 @@ export default class CharacterImporter { CharacterImporter.addProfessions(sourceCharacter, actor); } + // Parse all classes and add them to already created actor. + // "class" is a reserved word, therefore I use profession where I can. static async addProfessions(sourceCharacter, actor){ - // "class" is a reserved word, therefore I use profession where I can. + let result = []; // parse all class and multiclassX items // couldn't get Array.filter to work here for some reason + // result = array of objects. each object is a separate class sourceCharacter.attribs.forEach( (e) => { if ( CharacterImporter.classOrMulticlass(e.name) ){ var t = { @@ -150,6 +153,7 @@ export default class CharacterImporter { } }); + // pull classes directly from system compendium and add them to current actor const professionsPack = await game.packs.get('sw5e.classes').getContent(); result.forEach( (prof) => { let assignedProfession = professionsPack.find( o => o.name === prof.profession ); From 4d67bef90366ac889ba0c60473ea92bcc7802047 Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Tue, 16 Mar 2021 12:24:29 -0400 Subject: [PATCH 06/83] Update default values of temp data Update defaults to null from 0 to allow descriptor of fields to show Noted by Bacalla: https://discord.com/channels/727847839631278110/820388080123904050/820677484344246322 I followed suit from the HP model, need to test to make sure this doesn't break anything. All the code appears to default to 0 if it is null. --- module/actor/entity.js | 12 ++++++------ module/migration.js | 8 ++++---- template.json | 12 ++++++------ 3 files changed, 16 insertions(+), 16 deletions(-) diff --git a/module/actor/entity.js b/module/actor/entity.js index 27c3936f..733cf637 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -1256,14 +1256,14 @@ export default class Actor5e extends Actor { const dfp = data.attributes.force.points.max - data.attributes.force.points.value; const updateData = { "data.attributes.hp.value": data.attributes.hp.max, - "data.attributes.hp.temp": 0, - "data.attributes.hp.tempmax": 0, + "data.attributes.hp.temp": null, + "data.attributes.hp.tempmax": null, "data.attributes.tech.points.value": data.attributes.tech.points.max, - "data.attributes.tech.points.temp": 0, - "data.attributes.tech.points.tempmax": 0, + "data.attributes.tech.points.temp": null, + "data.attributes.tech.points.tempmax": null, "data.attributes.force.points.value": data.attributes.force.points.max, - "data.attributes.force.points.temp": 0, - "data.attributes.force.points.tempmax": 0 + "data.attributes.force.points.temp": null, + "data.attributes.force.points.tempmax": null }; // Recover character resources diff --git a/module/migration.js b/module/migration.js index 857fb9d6..60401489 100644 --- a/module/migration.js +++ b/module/migration.js @@ -366,16 +366,16 @@ function _migrateActorPowers(actorData, updateData) { updateData["data.attributes.force.points.value"] = 0; updateData["data.attributes.force.points.min"] = 0; updateData["data.attributes.force.points.max"] = 0; - updateData["data.attributes.force.points.temp"] = 0; - updateData["data.attributes.force.points.tempmax"] = 0; + updateData["data.attributes.force.points.temp"] = null; + updateData["data.attributes.force.points.tempmax"] = null; updateData["data.attributes.force.level"] = 0; updateData["data.attributes.tech.known.value"] = 0; updateData["data.attributes.tech.known.max"] = 0; updateData["data.attributes.tech.points.value"] = 0; updateData["data.attributes.tech.points.min"] = 0; updateData["data.attributes.tech.points.max"] = 0; - updateData["data.attributes.tech.points.temp"] = 0; - updateData["data.attributes.tech.points.tempmax"] = 0; + updateData["data.attributes.tech.points.temp"] = null; + updateData["data.attributes.tech.points.tempmax"] = null; updateData["data.attributes.tech.level"] = 0; } diff --git a/template.json b/template.json index 52ceebc8..685e65df 100644 --- a/template.json +++ b/template.json @@ -37,8 +37,8 @@ "value": 10, "min": 0, "max": 10, - "temp": 0, - "tempmax": 0 + "temp": null, + "tempmax": null }, "init": { "value": 0, @@ -103,8 +103,8 @@ "value": 0, "min": 0, "max": 0, - "temp": 0, - "tempmax": 0 + "temp": null, + "tempmax": null }, "level": 0 }, @@ -117,8 +117,8 @@ "value": 0, "min": 0, "max": 0, - "temp": 0, - "tempmax": 0 + "temp": null, + "tempmax": null }, "level": 0 } From 8c5de7d74dffb7a78907978c8d54500c7f23cd4d Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Mon, 22 Mar 2021 14:26:51 -0400 Subject: [PATCH 07/83] Updates to Force and Tech Powers Compendia (3/22/2021) ^ Updates Force Powers compendium with recent "My Dudes" releases. ^ Updates Tech Powers compendium with recent "My Dudes" releases. + Associated artwork to new powers from recent "My Dudes" releases. --- packs/Icons/Force Powers/Battlemind.webp | Bin 0 -> 3620 bytes packs/Icons/Force Powers/Break.webp | Bin 0 -> 3598 bytes packs/Icons/Force Powers/Force Current.webp | Bin 0 -> 4230 bytes packs/Icons/Force Powers/Probe Mind.webp | Bin 0 -> 3904 bytes packs/Icons/Force Powers/Pull Earthward.webp | Bin 0 -> 3038 bytes packs/Icons/Tech Powers/Cryogenic Blow.webp | Bin 0 -> 2438 bytes packs/Icons/Tech Powers/Fabricate.webp | Bin 0 -> 2438 bytes packs/Icons/Tech Powers/Itemize.webp | Bin 0 -> 2438 bytes .../Icons/Tech Powers/Spectrum Discharge.webp | Bin 0 -> 2438 bytes packs/Icons/Tech Powers/Squad Shield.webp | Bin 0 -> 2438 bytes packs/Icons/Tech Powers/Stinger.webp | Bin 0 -> 2438 bytes packs/packs/forcepowers.db | 5 + packs/packs/techpowers.db | 318 +++++++++--------- 13 files changed, 167 insertions(+), 156 deletions(-) create mode 100644 packs/Icons/Force Powers/Battlemind.webp create mode 100644 packs/Icons/Force Powers/Break.webp create mode 100644 packs/Icons/Force Powers/Force Current.webp create mode 100644 packs/Icons/Force Powers/Probe Mind.webp create mode 100644 packs/Icons/Force Powers/Pull Earthward.webp create mode 100644 packs/Icons/Tech Powers/Cryogenic Blow.webp create mode 100644 packs/Icons/Tech Powers/Fabricate.webp create mode 100644 packs/Icons/Tech Powers/Itemize.webp create mode 100644 packs/Icons/Tech Powers/Spectrum Discharge.webp create mode 100644 packs/Icons/Tech Powers/Squad Shield.webp create mode 100644 packs/Icons/Tech Powers/Stinger.webp diff --git a/packs/Icons/Force 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b/packs/packs/forcepowers.db @@ -12,6 +12,7 @@ {"_id":"3KGdCbHATzaghiwo","name":"Force Propel","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Propel.webp","effects":[]} {"_id":"3odfJsD1RezuxzDG","name":"Mass Hysteria","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Hysteria

\n

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, manifesting their worst nightmares as an implacable threat visible only to them. Each creature in a 30-foot-radius sphere is frightened for the duration of the power. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage. On a successful save, the power ends for that creature. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hysteria Power"},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":9,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mass%20Hysteria.webp","effects":[]} {"_id":"3x3DUe1hqdJ7yZst","name":"Malacia","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Mind Trick

\n

A creature of your choice that you can see within range is overcome with a sense of dizziness and nausea, as you disturb its equilibrium with the Force. The creature must make a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration.

\n

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the power ends. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"cone"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Malacia.webp","effects":[]} +{"_id":"4FF8uJxxn5RbIarH","name":"Pull Earthward","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Propel

\n

Choose one creature you can see within range. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the power’s duration. An airborne creature affected by this power descends at 60 feet per round until it reaches the ground or the power ends.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.k8doFrnOcUh8HsX4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Pull%20Earthward.webp","effects":[]} {"_id":"4Tmt6Bb06vqS7cCM","name":"Restoration","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Restoration.webp","effects":[]} {"_id":"4a18XmMOExlwDAYF","name":"Breath Control","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You are able to slow your metabolism in such a way that you can stop breathing and resist the effect of toxins in your body. If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

\n

For the duration, you have advantage on saving throws against being poisoned, resistance to poison damage, and you no longer need to breathe.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Breath%20Control.webp","effects":[]} {"_id":"4bBmcQgYLFIO9GCn","name":"True Sight","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Sight

\n

You shift your vision to see through use of the Force, giving you the ability to see things as they actually are. For the duration, you have truesight and notice secret doors hidden by powers, all out to a range of 120 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/True%20Sight.webp","effects":[]} @@ -55,6 +56,7 @@ {"_id":"DFpooO6icOfTdG5C","name":"Master Feedback","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Greater Feedback

\n

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

\n

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned.

\n

A stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Greater Feedback Power"},"duration":{"value":null,"units":"inst"},"target":{"value":10,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Feedback.webp","effects":[]} {"_id":"ENNhFJKCcxrg481J","name":"Improved Phasestrike","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Phasestrike

\n

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"mpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Phasestrike.webp","effects":[]} {"_id":"EXK4sg6gKXfMnLnf","name":"Battle Meditation","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You exude an aura out to 5 feet that boosts the morale and overall battle prowess you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight.

\n

Whenever you or a friendly creature within your meditation makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Whenever a hostile creature enters your meditation or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Meditation.webp","effects":[]} +{"_id":"ErvcDnwXm6ZbN5Qt","name":"Probe Mind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

\n

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, it takes 1d6 psychic damage as you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your forcecasting ability check; if it succeeds, the power ends.

\n

On subsequent turns after probing deeper, you can use your action to deal 1d6 psychic damage to the target automatically.

\n

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

\n

You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

\n

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

\n

This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the initial psychic damage a target takes the first time you probe deeper into its mind increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.5SkhOHw5nojNQ5cS"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Probe%20Mind.webp","effects":[]} {"_id":"F02pFj62Grlr9sdF","name":"Improved Restoration","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Restoration

\n

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

\n
    \n
  • One effect that charmed the target.
  • \n
  • One curse, including the target’s attunement to a cursed item.
  • \n
  • Any reduction to one of the target’s ability scores.
  • \n
  • One effect reducing the target’s hit point maximum.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Restoration"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Restoration.webp","effects":[]} {"_id":"FCZWOVHmPXqa2ssG","name":"Seethe","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

You seethe with anger, letting the dark side of the Force flow through and empower you. As part of the action to cast this power, you spend one of your Hit Dice to recover hit points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Seethe.webp","effects":[]} {"_id":"FLBRnexpCEIneqy2","name":"Project","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":3,"units":"","type":"object"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Project.webp","effects":[]} @@ -85,6 +87,7 @@ {"_id":"L3P0wzW7j61XpKZc","name":"Slow Descent","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow%20Descent.webp","effects":[]} {"_id":"L8CJ1QEXfKztMyCX","name":"Enfeeble","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Dark energy courses from your hand at a creature within range. The target must succeed on a Wisdom saving throw. If it is missing any hit points, it takes 1d12 necrotic damage. Otherwise, it takes 1d8.

\n

The power’s damage increases by one die when you reach 5th, 11th, and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","necrotic"]],"versatile":""},"formula":"1d8","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Enfeeble.webp","effects":[]} {"_id":"LWQ6tKJckB4JYbbJ","name":"Battle Insight","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

You center your focus on a target within range. Through the Force, you gain a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this power hasn’t ended.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battle%20Insight.webp","effects":[]} +{"_id":"LXZnSclBezo2CNbg","name":"Force Current","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Push/Pull

\n

When you cast this power, you raise your hand and unleash a burst of Force energy. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 3d6 force damage and, if it is Large or smaller, is also pushed back 5 feet. On a successful save, a creature takes half as much damage and isn't pushed. All Medium or smaller objects that are not worn or carried within the area of effect are also pushed 5 feet.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. For each slot 2 levels higher than 1st, you can add an additional 5 feet to the push.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"core":{"sourceId":"Item.C0PPwYIwvwE7PPsQ"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Current.webp","effects":[]} {"_id":"LbBZx7srgI6xgLZy","name":"Sustained Lightning","permission":{"default":0,"XA86Wm4MjngMySbc":3},"type":"power","data":{"description":{"value":"

Prerequisite: Shock

\n

You lash out against a creature within range with continual jolts of Force lightning. Make a ranged force attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The power ends if you use your action to do anything else. The power also ends if the target is ever outside the power’s range or if it has total cover from you.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"cone"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d12"}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sustained%20Lightning.webp","effects":[]} {"_id":"LdtNnD37NnOsg8oF","name":"Heroism","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your forcecasting ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heroism.webp","effects":[]} {"_id":"LhMmIUjsFrytp0wc","name":"Sever Force","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sever%20Force.webp","effects":[]} @@ -163,6 +166,7 @@ {"_id":"haGnWeBa6QhTG9Dh","name":"Fear","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. This power has no effect on constructs or droids.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Fear.webp","effects":[]} {"_id":"i1N033vPzDom3Kpj","name":"Force Camouflage","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack or cast a power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Camouflage.webp","effects":[]} {"_id":"iWTTNyNi2mwVDlUF","name":"Force Body","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, half the cost is paid by your force points (rounded up) and half the cost is paid by your hit points (rounded down). Additionally, your maximum hit points are decreased by this amount while the power is active.

\n

You may end this effect at any time. If you cast a force power that would reduce your hit points to 0, the power automatically fails and this effect ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Body.webp","effects":[]} +{"_id":"ivp2yljuZ5JI4M7j","name":"Battlemind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

Prerequisite: Battle Precognition

\n

Through the Force, you gain a limited form of telepathy that enables you to anticipate the moves of your opponents in combat. While you aren't wearing armor or wielding a shield, you gain a +2 AC bonus against melee attacks and a +3 AC bonus against ranged attacks.

\n

This AC bonus is not applied against attacks from droids, constructs, or creatures with resistance or immunity to psychic damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":"while you aren't wearing armor or wielding a shield"},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.39ZkGYN2yCmeJWmW"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Battlemind.webp","effects":[]} {"_id":"jmFTPxWQXJENvQtQ","name":"Mass Coerce Mind","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Coerce Mind

\n

You suggest a course of activity (limited to a sentence or two) and influence with the Force up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

\n

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this power, the power ends for that creature. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 7th-level force slot, the duration is 10 days. When you use an 8th-level force slot, the duration is 30 days. When you use a 9th-level force slot, the duration is a year and a day.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":12,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mass%20Coerce%20Mind.webp","effects":[]} {"_id":"kLwHklnrWPw9jKm6","name":"Drain Vitality","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Prerequisite: Sap Vitality

\n

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]} {"_id":"kNiT2BD3eIgE1zys","name":"Force Push/Pull","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]} @@ -181,6 +185,7 @@ {"_id":"qYnIKhpoJpSflVZh","name":"Telekinetic Burst","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Telekinetic Storm

\n

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"units":"ft","type":"line","width":null},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Telekinetic%20Burst.webp","effects":[]} {"_id":"qkBzg8ZIJpglVMvi","name":"Beacon of Hope","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Heroism

\n

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"any","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Beacon%20of%20Hope.webp","effects":[]} {"_id":"qykEFT52bywaQrNO","name":"Force Technique","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Technique.webp","effects":[]} +{"_id":"rxvZoFgkC411tibT","name":"Break","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You inflict 10 force damage to an object you can see within range that is not being worn or carried, generating an explosion of sound that can be heard up to 100 feet away. Even if the object is not destroyed, small shards of shrapnel fly at creatures within 5 feet of it. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 1d4 kinetic damage.

\n

This power's kinetic damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), and the power's force damage also increases by 10 at each of these levels.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.sVK2BXvC9pEX8By5"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Break.webp","effects":[]} {"_id":"sFLwKTBxnM6YfboP","name":"Wrack","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

Prerequisite: Plague

\n

You wrack the body of a creature that you can see with a virulent, disease-like condition. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

\n

Force Potency. If you cast this power using a force slot of 7th level or higher, the power deals an extra 2d6 damage for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Plague"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Wrack.webp","effects":[]} {"_id":"sTszdhW4ezpqddJ8","name":"Wound","permission":{"default":0,"00LEX91CfLcf3HGf":3},"type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Wound.webp","effects":[]} {"_id":"sXl6Pkz2dGsDUuOc","name":"Improved Force Scream","permission":{"default":0,"9BhUyjgxIxogl2ot":3},"type":"power","data":{"description":{"value":"

Prerequisite: Force Scream

\n

You emit a violent scream imbued with the power of the Force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 5d6 psychic damage, 5d6 sonic damage, is deafened, and is knocked prone. On a successful save, it takes half as much damage and isn’t deafened or knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d6","psychic"],["5d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"consume":{"type":"","target":"","amount":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Force%20Scream.webp","effects":[]} diff --git a/packs/packs/techpowers.db b/packs/packs/techpowers.db index 64dd9b98..511b8ffb 100644 --- a/packs/packs/techpowers.db +++ b/packs/packs/techpowers.db @@ -1,200 +1,206 @@ -{"_id":"0L0UcVhV3azFXFTm","name":"Predictive AI","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature, granting them a limited AI companion that can predict the world around them. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

\n

This power immediately ends if you cast it again before its duration ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PredictiveAI.webp"} -{"_id":"0kjpOmlXlauqnZf2","name":"Haywire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You momentarily surround a creature you can see within range with electronic interference and holographic illusions. The target must succeed on an Intelligence saving throw, or it takes 1d6 lightning damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

\n

The power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"1d4","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Haywire.webp"} -{"_id":"0p4YthIRvLrxE1qx","name":"Neurotoxin","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a series of darts filled with neurotoxin. Choose any number of creatures you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n
    \n
  • 60 hit points or fewer: poisoned for 1 minute
  • \n
  • 50 hit points or fewer: poisoned and deafened for 1 minute
  • \n
  • 40 hit points or fewer: poisoned, deafened, and blinded for 10 minutes
  • \n
  • 30 hit points or fewer: poisoned, blinded, deafened, and stunned for 1 hour
  • \n
  • 20 hit points or fewer: killed instantly
  • \n
\n

This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Neurotoxin.webp"} -{"_id":"1IaNYJjpFj6tGXpD","name":"Fabricate Trap","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp"} -{"_id":"1yKxIAEkqLdo8DDy","name":"Targeting Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp"} -{"_id":"1zfQEQMJqirKT6tR","name":"Overload","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp"} -{"_id":"3L7XVAEHR87CYNzH","name":"Protection from Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Protectionfrom%20Energy.webp"} +{"_id":"0L0UcVhV3azFXFTm","name":"Predictive AI","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature, granting them a limited AI companion that can predict the world around them. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

\n

This power immediately ends if you cast it again before its duration ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PredictiveAI.webp"} +{"_id":"0kjpOmlXlauqnZf2","name":"Haywire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You momentarily surround a creature you can see within range with electronic interference and holographic illusions. The target must succeed on an Intelligence saving throw, or it takes 1d6 lightning damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

\n

The power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"1d4","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Haywire.webp"} +{"_id":"0p4YthIRvLrxE1qx","name":"Neurotoxin","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a series of darts filled with neurotoxin. Choose any number of creatures you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n
    \n
  • 60 hit points or fewer: poisoned for 1 minute
  • \n
  • 50 hit points or fewer: poisoned and deafened for 1 minute
  • \n
  • 40 hit points or fewer: poisoned, deafened, and blinded for 10 minutes
  • \n
  • 30 hit points or fewer: poisoned, blinded, deafened, and stunned for 1 hour
  • \n
  • 20 hit points or fewer: killed instantly
  • \n
\n

This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Neurotoxin.webp"} +{"_id":"1IaNYJjpFj6tGXpD","name":"Fabricate Trap","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp"} +{"_id":"1yKxIAEkqLdo8DDy","name":"Targeting Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp"} +{"_id":"1zfQEQMJqirKT6tR","name":"Overload","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp"} +{"_id":"3L7XVAEHR87CYNzH","name":"Protection from Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Protectionfrom%20Energy.webp"} {"_id":"3SB9A7cFFRezxu8Q","name":"Cloaking Screen","permission":{"default":0},"type":"power","data":{"description":{"value":"

You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CloakingScreen.webp"} {"_id":"3xMy4RLHPoRmZGjz","name":"Detect Enhancement","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you sense the presence of any enhancements within 30 feet of you. If you sense an enhancement in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears an enhancement.

\n

The power is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectEnhancement.webp"} -{"_id":"3xsY1jAc9qw4t308","name":"Firestorm","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp"} -{"_id":"4koE44WAkEHVTwET","name":"Tactical Advantage","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp"} -{"_id":"4s47Qk7bfWOdgDW4","name":"Superior Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

You grant up to four willing creatures the ability to understand any registered language they read or hear. Additionally, they gain the ability to speak that language, if they are physically capable of speaking it normally.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, you can affect one additional creature for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SuperiorTranslation%20Program.webp"} -{"_id":"50NdsRKVmM3FMPH0","name":"Acidic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in a thick acidic slime until the start of your next turn. Until the start of your next turn, if the target becomes grappled, or succeeds in grappling or maintaining a grapple, the slime is pressed into its body, causing it to immediately take 1d8 acid damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for taking grappling or maintaining a grapple increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidicStrike.webp"} +{"_id":"3xsY1jAc9qw4t308","name":"Firestorm","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp"} +{"_id":"4koE44WAkEHVTwET","name":"Tactical Advantage","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp"} +{"_id":"4s47Qk7bfWOdgDW4","name":"Superior Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

You grant up to four willing creatures the ability to understand any registered language they read or hear. Additionally, they gain the ability to speak that language, if they are physically capable of speaking it normally.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, you can affect one additional creature for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SuperiorTranslation%20Program.webp"} +{"_id":"50NdsRKVmM3FMPH0","name":"Acidic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in a thick acidic slime until the start of your next turn. Until the start of your next turn, if the target becomes grappled, or succeeds in grappling or maintaining a grapple, the slime is pressed into its body, causing it to immediately take 1d8 acid damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for taking grappling or maintaining a grapple increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidicStrike.webp"} {"_id":"50ViBtuEBJ70CUA1","name":"Expeditious Retreat","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power gives you a burst of adrenaline that allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExpeditiousRetreat.webp"} -{"_id":"53NK4D990c4WsZa5","name":"Ionic Bond","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of ion energy lances out toward a creature within range, forming a sustained line between you and the target. Make a ranged tech attack against that creature. On a hit, the target takes 1d8 ion damage, and on each of your turns for the duration, you can use a bonus action to deal 1d8 ion damage to the target automatically. The power ends if you use your bonus action to do anything else. The power also ends if the target is ever outside the power's range or if it has total cover from you.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"2","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicBond.webp"} +{"_id":"53NK4D990c4WsZa5","name":"Ionic Bond","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of ion energy lances out toward a creature within range, forming a sustained line between you and the target. Make a ranged tech attack against that creature. On a hit, the target takes 1d8 ion damage, and on each of your turns for the duration, you can use a bonus action to deal 1d8 ion damage to the target automatically. The power ends if you use your bonus action to do anything else. The power also ends if the target is ever outside the power's range or if it has total cover from you.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicBond.webp"} {"_id":"5cvgy3gaZJ0wVt9R","name":"Countermeasures","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you gain the following benefits:

\n
    \n
  • You are immune to the homing rockets tech power.
  • \n
  • You and objects you are wearing or carrying cannot be detected by tech powers that reveal your location, such as scan area or frequency scan, unless the caster makes a successful Intelligence saving throw.
  • \n
  • Creatures have disadvantage on Wisdom (Survival) checks to track you.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Countermeasures.webp"} {"_id":"5jYdyvYl4yY7BwbX","name":"Decryption Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp"} -{"_id":"5yJQ10UhYzm0bCcy","name":"Pyrotechnics","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

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

\n

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

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp"} -{"_id":"6aZ0FG6HwrUO28WF","name":"Flame Sweep","permission":{"default":0},"type":"power","data":{"description":{"value":"

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlameSweep.webp"} +{"_id":"5yJQ10UhYzm0bCcy","name":"Pyrotechnics","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

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

\n

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

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp"} +{"_id":"6aZ0FG6HwrUO28WF","name":"Flame Sweep","permission":{"default":0},"type":"power","data":{"description":{"value":"

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlameSweep.webp"} {"_id":"6iIYMjmyWE2wqgzf","name":"Carbonite","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to freeze one creature that you can see within range into carbonite. The creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

\n

A creature restrained by this power must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this power three times, the power ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

\n

If the creature is physically broken while frozen in carbonite, it suffers from similar deformities if it reverts to its original state.

\n

If you maintain your concentration on this power for the entire possible duration, the creature is frozen in carbonite until the effect is removed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Carbonite.webp"} -{"_id":"6oJ07fhBJLXJ7zv1","name":"Scramble Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp"} +{"_id":"6oJ07fhBJLXJ7zv1","name":"Scramble Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp"} {"_id":"73W8rKPEbN60y7L2","name":"Defibrillate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature that has died within the last minute and administer a shock to restore it to life. That creature returns to life with 1 hit point. This power can't return to life a creature that has died of old age, nor can it restore any missing body parts. If the creature is lacking body parts or organs integral for its survival�its head, for instance�the power automatically fails. Once this power has restored a creature to life, it cannot benefit from this power again until it finishes a short or long rest.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Defibrillate.webp"} {"_id":"7Twjeo1X2oUP9IZo","name":"Elemental Accelerant","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature you can see and one damage type: acid, cold, fire, lightning, or sonic. The target must make a Constitution saving throw. If it fails, the first time on each turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the power ends.

\n

Overcharge Tech. You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElementalAccelerant.webp"} {"_id":"7khirDTQvs7rtLbW","name":"Copy","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates a perfect duplicate of any written, drawn, or digital visual, audio or text-based data that you touch onto a datapad or datacard you supply. You can copy up to 10 pages of text or 10 minutes of visual or audio data with one casting of this power. Enhanced documents, such as datacrons, blueprints, or encrypted documents, can't be copied with this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Copy.webp"} -{"_id":"7o2xvsn9AVML11ME","name":"Storming Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects and becomes shocked until the end of your next turn. When this power hits a target, if there is a creature within 30 feet who is shocked, an arc of lightning courses between the two creatures, dealing 1d6 lightning damage to both of them. If there are multiple other creatures who are shocked, the lightning leaps to the closest creature.

\n

The power's damage increases when you reach higher levels. At 5th level, the effects of both the ranged weapon attack and discharge deal an extra 1d6 lightning damage. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StormingShot.webp"} -{"_id":"7uegZ2qAzqRiE1no","name":"Vertical Maneuvering","permission":{"default":0},"type":"power","data":{"description":{"value":"

If you cast this power as a reaction, your fall is stopped, and you remain aloft. For the duration, as long as you are within 30 feet of a solid surface, you have a flying speed of 40 feet. In addition, you can't be knocked prone, and you have advantage on saving throws made against effects that would push you or pull you. When the power ends, you are gently lowered to the ground, if you are within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":" which you take when you are falling and within 30 feet of a solid surface","type":"reaction"},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VerticalManeuvering.webp"} +{"_id":"7o2xvsn9AVML11ME","name":"Storming Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects and becomes shocked until the end of your next turn. When this power hits a target, if there is a creature within 30 feet who is shocked, an arc of lightning courses between the two creatures, dealing 1d6 lightning damage to both of them. If there are multiple other creatures who are shocked, the lightning leaps to the closest creature.

\n

The power's damage increases when you reach higher levels. At 5th level, the effects of both the ranged weapon attack and discharge deal an extra 1d6 lightning damage. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StormingShot.webp"} +{"_id":"7uegZ2qAzqRiE1no","name":"Vertical Maneuvering","permission":{"default":0},"type":"power","data":{"description":{"value":"

If you cast this power as a reaction, your fall is stopped, and you remain aloft. For the duration, as long as you are within 30 feet of a solid surface, you have a flying speed of 40 feet. In addition, you can't be knocked prone, and you have advantage on saving throws made against effects that would push you or pull you. When the power ends, you are gently lowered to the ground, if you are within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":" which you take when you are falling and within 30 feet of a solid surface","type":"reaction"},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VerticalManeuvering.webp"} {"_id":"8591z42KNanjfP0p","name":"Antipathy/Sympathy","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as rancors, kath hounds, or twi'leks. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

\n

Antipathy. The power causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

\n

Sympathy. The power causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

\n

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

\n

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as unnatural. In addition, a creature affected by the power is allowed another Wisdom saving throw every 24 hours while the power persists.

\n

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AntipathySympathy.webp"} {"_id":"8iAgtDKUbONDnAjN","name":"Contingency","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a tech power of 5th-level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that power, called the contingent power, as part of casting contingency, expending tech points for both, but the contingent power doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two powers.

\n

The contingent power takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

\n

The contingent power takes effect only on you, even if it can normally target others. You can use only one contingency power at a time. If you cast this power again, the effect of another contingency power on you ends. Also, contingency ends on you if your tech focus is ever not on your person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Contingency.webp"} {"_id":"8tB0qzRHPpaJKOJc","name":"Extinguish","permission":{"default":0},"type":"power","data":{"description":{"value":"

You spray carbon foam in a 5-foot cube originating from a point within range. Flames within the affected area are instantly quenched, and objects within the affected area cannot be ignited for at least one minute. Any creature in the affected area must make a Constitution saving throw or take 1d4 cold damage.

\n

When you reach 5th level, this power can instead target a 10-foot cube within range. You gain additional options of increasing size when you reach 11th level (15-foot cube), and 17th level (20-foot cube).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Extinguish.webp"} -{"_id":"95KxKlOqUOkpnotl","name":"Rime Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and gains 1 slowed level until the start of your next turn, as the cold energy seeps into its being. Additionally, if the target doesn't move at least 5 feet before the start of your next turn, it immediately takes 1d8 cold damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeStrike.webp"} -{"_id":"98p1OVwAvz2sbes5","name":"Poison Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp"} -{"_id":"9BkVQndzFGxtralV","name":"Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. If anything passes through it, it is revealed to be an illusion.

\n

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.

\n

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

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Hologram.webp"} -{"_id":"9Vg5TEwWdVh3NVym","name":"Tech Override","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp"} -{"_id":"AANtnm5ZkutF0eMt","name":"Cryogenic Volley","permission":{"default":0},"type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp"} -{"_id":"ANUI2G1QqL6Bxs5h","name":"Scrambling Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

\n

Any tech power of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level tech slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingBarrier.webp"} -{"_id":"Aa2O05OQeMjizQXq","name":"Mending","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp"} -{"_id":"C3E2vGaCO5ZsN55m","name":"Spectrum Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You shoot a beam of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or sonic for the type of beam you create, and then make a ranged tech attack against the target. If the attack hits, the creature takes 1d8 damage of the type you chose.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumRay.webp"} -{"_id":"CdQSEvQtfFsxMiCn","name":"Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp"} -{"_id":"Cghjrf6rxNrmP1vq","name":"Project Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":500,"long":null,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProjectHologram.webp"} -{"_id":"DXdtjkn0Zg8JP8YT","name":"Truth Serum","permission":{"default":0},"type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp"} -{"_id":"DjrO5bCUnUHA71jA","name":"Ion Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp"} -{"_id":"E6OviwnCfEjRTx3X","name":"On/Off","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp"} -{"_id":"F4Q7jJ2ssAKfNHw0","name":"Disintegrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]} -{"_id":"F9vT2fmmbLjQJcWv","name":"Magnetic Hold","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch gains the ability affix itself to and move along any metallic surface. It can move up, down, and across vertical surfaces and upside down along ceilings, all while leaving its hands free, at its normal walking speed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticHold.webp"} -{"_id":"Fb1sIhs7d6YWnF1J","name":"Infiltrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp"} +{"_id":"95KxKlOqUOkpnotl","name":"Rime Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and gains 1 slowed level until the start of your next turn, as the cold energy seeps into its being. Additionally, if the target doesn't move at least 5 feet before the start of your next turn, it immediately takes 1d8 cold damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeStrike.webp"} +{"_id":"98p1OVwAvz2sbes5","name":"Poison Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp"} +{"_id":"9BkVQndzFGxtralV","name":"Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. If anything passes through it, it is revealed to be an illusion.

\n

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.

\n

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

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Hologram.webp"} +{"_id":"9Vg5TEwWdVh3NVym","name":"Tech Override","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp"} +{"_id":"AANtnm5ZkutF0eMt","name":"Cryogenic Volley","permission":{"default":0},"type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp"} +{"_id":"ANUI2G1QqL6Bxs5h","name":"Scrambling Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

\n

Any tech power of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level tech slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingBarrier.webp"} +{"_id":"Aa2O05OQeMjizQXq","name":"Mending","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp"} +{"_id":"C3E2vGaCO5ZsN55m","name":"Spectrum Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You shoot a beam of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or sonic for the type of beam you create, and then make a ranged tech attack against the target. If the attack hits, the creature takes 1d8 damage of the type you chose.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumRay.webp"} +{"_id":"CdQSEvQtfFsxMiCn","name":"Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp"} +{"_id":"Cghjrf6rxNrmP1vq","name":"Project Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":500,"long":null,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProjectHologram.webp"} +{"_id":"DXdtjkn0Zg8JP8YT","name":"Truth Serum","permission":{"default":0},"type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp"} +{"_id":"DjrO5bCUnUHA71jA","name":"Ion Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp"} +{"_id":"E6OviwnCfEjRTx3X","name":"On/Off","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp"} +{"_id":"F4Q7jJ2ssAKfNHw0","name":"Disintegrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"3d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]} +{"_id":"F9vT2fmmbLjQJcWv","name":"Magnetic Hold","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch gains the ability affix itself to and move along any metallic surface. It can move up, down, and across vertical surfaces and upside down along ceilings, all while leaving its hands free, at its normal walking speed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticHold.webp"} +{"_id":"Fb1sIhs7d6YWnF1J","name":"Infiltrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp"} {"_id":"FsF2hPZPp4Vuo1BD","name":"Find the Path","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power calculates out the shortest, most direct physical route to a specific fixed location that you are familiar with on the same planet. If you name a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a Black Sun lair"), the power fails.

\n

For the duration, as long as you are on the same planet as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Findthe%20Path.webp"} -{"_id":"GqlEFPr0SNjeNnXY","name":"Security Protocols","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n
    \n
  • Place mobile lights in four corridors. You can designate a simple program that the lights repeat as long as security protocols lasts.
  • \n
  • Place implant message in two locations.
  • \n
  • Place debilitating gas in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while security protocols lasts.
  • \n
\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp"} -{"_id":"HTozWic37W9iKQSD","name":"Homing Rockets","permission":{"default":0},"type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp"} -{"_id":"HoshRCTHW8vntDCg","name":"Jet of Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp"} +{"_id":"GqlEFPr0SNjeNnXY","name":"Security Protocols","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n
    \n
  • Place mobile lights in four corridors. You can designate a simple program that the lights repeat as long as security protocols lasts.
  • \n
  • Place implant message in two locations.
  • \n
  • Place debilitating gas in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while security protocols lasts.
  • \n
\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp"} +{"_id":"HTozWic37W9iKQSD","name":"Homing Rockets","permission":{"default":0},"type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp"} +{"_id":"HoshRCTHW8vntDCg","name":"Jet of Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp"} {"_id":"ILn7Jzn6BVcDnS9i","name":"Friendly Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp"} -{"_id":"Il5IT5Y2FcEXO59O","name":"Invulnerability","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp"} -{"_id":"Iw1Hx4qsVyB1ewVR","name":"Mirror Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp"} -{"_id":"J5b5g5ZNNUcAZhJz","name":"Implant Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the power to deliver your message.

\n

When that circumstance occurs, the message is recited in your voice and at the same volume you spoke. When you cast this power, you can have the power end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

\n

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the message to play when any creature moves within 30 feet of the object or when a bell rings within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ImplantMessage.webp"} +{"_id":"Il5IT5Y2FcEXO59O","name":"Invulnerability","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp"} +{"_id":"Iw1Hx4qsVyB1ewVR","name":"Mirror Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp"} +{"_id":"J5b5g5ZNNUcAZhJz","name":"Implant Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the power to deliver your message.

\n

When that circumstance occurs, the message is recited in your voice and at the same volume you spoke. When you cast this power, you can have the power end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

\n

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the message to play when any creature moves within 30 feet of the object or when a bell rings within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ImplantMessage.webp"} {"_id":"JAKN9PXNLmCSL3Ag","name":"Concealed Caltrops","permission":{"default":0},"type":"power","data":{"description":{"value":"

You scatter a large number of caltrops across ground in a 20-foot radius centered on a point within range. These caltrops pierce deep into the feet and boots of anyone who walks upon them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 kinetic damage for every 5 feet it travels.

\n

The caltrops are nearly invisible to the naked eye. Any creature that can't see the area at the time the power is cast must make a Wisdom (Perception) check against your tech save DC to notice the caltrops before entering the area.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ConcealedCaltrops.webp"} -{"_id":"JZnbV9hvp3DZ2x49","name":"Overheat","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp"} +{"_id":"JZnbV9hvp3DZ2x49","name":"Overheat","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp"} {"_id":"JixOzwaRnsdf1zKP","name":"Ballistic Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp"} {"_id":"Jp3f51H4VaRiMLvb","name":"Encrypted Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp"} -{"_id":"K5f18kJ5V2eMqLH7","name":"Smoke Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp"} -{"_id":"KQXx0PfcNGX8uuIj","name":"Kolto Pack","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp"} -{"_id":"KQklmwaTncQHCZQ0","name":"Kolto Waves","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flood of kolto energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all diseases and any effect making them blinded or deafened. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoWaves.webp"} -{"_id":"KSWB4H5niRz0MjpQ","name":"Acid Wind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce a breeze full of stinging acid droplets. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d4 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn't blinded.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","acid"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidWind.webp"} +{"_id":"K5f18kJ5V2eMqLH7","name":"Smoke Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp"} +{"_id":"KQXx0PfcNGX8uuIj","name":"Kolto Pack","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp"} +{"_id":"KQklmwaTncQHCZQ0","name":"Kolto Waves","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flood of kolto energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all diseases and any effect making them blinded or deafened. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoWaves.webp"} +{"_id":"KSWB4H5niRz0MjpQ","name":"Acid Wind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce a breeze full of stinging acid droplets. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d4 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn't blinded.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","acid"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidWind.webp"} {"_id":"LKTlPR7noRV7VzLN","name":"Autonomous Servant","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one Tiny, unenhanced object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and gains little arms and legs, becoming a creature under your control until the power ends or the creature drops to 0 hit points. See the stat block for its statistics.

\n

As a bonus action, you can nonverbally command the creature if it is within 120 feet of you. (If you control multiple creatures with this power, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a code cylinder, stand watch, or stack some small objects. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

\n

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

\n

The creature is considered a valid target for the tracker droid interface power.

\n
\n
\n

Servant

\n

Tiny construct, unaligned

\n
\n
    \n
  • Armor Class 15 (natural armor)
  • \n
  • Hit Points 10 (4d4)
  • \n
  • Speed 30 feet, climb 30 feet
  • \n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
4 (-3)16 (+3)10 (+0)2 (-4)10 (+0)1 (-5)
\n
\n
    \n
  • Damage Vulnerabilities ion
  • \n
  • Damage Resistances necrotic, poison, psychic
  • \n
  • Condition Immunities charmed, deafened, exhaustion, poisoned
  • \n
  • Senses blindsight 60 feet (blind beyond this radius), passive Perception 10
  • \n
  • Languages
  • \n
\n
\n

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Actions

\n

Slam. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit 5 (1d4 + 3) kinetic damage.

\n
\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AutonomousServant.webp"} +{"_id":"LWGMIHAdPERI4Qbp","name":"Cryogenic Blow","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

The next time you hit a creature with a weapon attack during this power’s duration, the attack deals an extra 1d6 cold damage to the target. The target must make a Strength saving throw. On a failed save, it gains a level of slowed for the duration. At the start of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success.

\n

Overcharge Tech. If you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":1,"condition":"you hit a creature with a weapon attack during this power’s duration"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","cold"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"core":{"sourceId":"Item.Iil9E6pRxn75XCVv"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cryogenic%20Blow.webp","effects":[]} +{"_id":"LrztI02yd7vAO9OY","name":"Spectrum Discharge","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You touch a willing creature, granting it an elemental charge. Choose acid, cold, fire, lightning, poison or sonic. A creature can use an action to expel energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.zxj6YCQx5UKc5yce"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spectrum Discharge.webp","effects":[]} {"_id":"M2G8hb5ubWzC2ofU","name":"Flaming Shots","permission":{"default":0},"type":"power","data":{"description":{"value":"

You channel tech power through a blaster weapon you are wielding. When a target takes damage from the chosen weapon, the target takes an extra 1d6 fire damage. The power ends when twelve shots have been fired.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the number of shots you can take with this power increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":12,"max":12,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlamingShots.webp"} -{"_id":"M4Y5qtO7lMrQbOhG","name":"Illusory Terrain","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make terrain in a 150-foot cube in range look, sound, and smell like some other sort of terrain.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your tech save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryTerrain.webp"} -{"_id":"MBWJM5CWFyMJSHAY","name":"Slow-Release Medpac","permission":{"default":0},"type":"power","data":{"description":{"value":"

Kolto energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Slow-ReleaseMedpac.webp"} -{"_id":"MNt1yDoEKf8eytDZ","name":"Cryogenic Wave","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wave of cold energy spreads out from you. Each creature in a 15-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and gains a level of slowed until the end of its next turn. On a success, it takes half as much damage, and suffers no additional effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. At 3rd level or above, the speed reduction increases to 20 feet. At 5th level or above, the speed reduction increases to 30 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicWave.webp"} -{"_id":"MQnk1dyfbYgXh2Ns","name":"Shutdown","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shutdown.webp"} -{"_id":"N6ohW2LtSCM976xi","name":"Warding Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a dim barrier surrounds it. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6.

\n

This power's damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WardingShot.webp"} -{"_id":"NBfknzmSaSJMH89w","name":"Cryogenic Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp"} +{"_id":"M4Y5qtO7lMrQbOhG","name":"Illusory Terrain","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make terrain in a 150-foot cube in range look, sound, and smell like some other sort of terrain.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your tech save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryTerrain.webp"} +{"_id":"MBWJM5CWFyMJSHAY","name":"Slow-Release Medpac","permission":{"default":0},"type":"power","data":{"description":{"value":"

Kolto energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Slow-ReleaseMedpac.webp"} +{"_id":"MNt1yDoEKf8eytDZ","name":"Cryogenic Wave","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wave of cold energy spreads out from you. Each creature in a 15-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and gains a level of slowed until the end of its next turn. On a success, it takes half as much damage, and suffers no additional effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. At 3rd level or above, the speed reduction increases to 20 feet. At 5th level or above, the speed reduction increases to 30 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicWave.webp"} +{"_id":"MQnk1dyfbYgXh2Ns","name":"Shutdown","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shutdown.webp"} +{"_id":"N6ohW2LtSCM976xi","name":"Warding Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a dim barrier surrounds it. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6.

\n

This power's damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WardingShot.webp"} +{"_id":"NBfknzmSaSJMH89w","name":"Cryogenic Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp"} {"_id":"NCsr3aIyYdHsjmhe","name":"Bestow Virus","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a droid, construct, or a creature with a tech focus, and it must succeed on an Intelligence saving throw or receive a tech-based curse for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n
    \n
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • \n
  • While cursed, the target has disadvantage on attack rolls against you.
  • \n
  • While cursed, the target must make an Intelligence saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • \n
  • While the target is cursed, your attacks and powers deal an extra 1d8 lightning damage to the target.
  • \n
\n

A remove virus power ends this effect. At the GM's discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.

\n

Overcharge Tech. If you cast this power using a tech slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a tech slot of 5th level or higher, the duration is 8 hours. If you use a tech slot of 7th level or higher, the duration is 24 hours. If you use a 9th-level tech slot, the power lasts until it is dispelled. Using a tech slot of 5th level or higher grants a duration that doesn't require concentration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BestowVirus.webp"} -{"_id":"NKts41q32pX1bJ9O","name":"Toxic Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp"} +{"_id":"NKts41q32pX1bJ9O","name":"Toxic Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp"} {"_id":"NTJFd2LsJJJjXjgv","name":"Darkvision","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Darkvision.webp"} -{"_id":"NWjxsCnJIzNxIUzH","name":"Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp"} -{"_id":"NagD6z90jRyd7zOk","name":"Override Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp"} -{"_id":"Nvftn7xKgbvyP7rT","name":"Reprogram Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You alter the protocols of a droid that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. The droid must succeed on a Wisdom saving throw or become charmed by you for the duration. While the droid is charmed by you, it takes 5d10 lightning damage each time it acts in a manner directly counter to your instructions, but it can only do so once each day.

\n

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the power ends. You can end the power early by using an action to dismiss it. The remove virus power also ends it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th or 8th level, the duration is 1 year. When you cast this power using a tech slot of 9th level, the power lasts until it is ended by remove virus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReprogramDroid.webp"} -{"_id":"Nxt6KaBjs9rMal12","name":"Cryogenic Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp"} +{"_id":"NWjxsCnJIzNxIUzH","name":"Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp"} +{"_id":"NagD6z90jRyd7zOk","name":"Override Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp"} +{"_id":"Nvftn7xKgbvyP7rT","name":"Reprogram Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You alter the protocols of a droid that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. The droid must succeed on a Wisdom saving throw or become charmed by you for the duration. While the droid is charmed by you, it takes 5d10 lightning damage each time it acts in a manner directly counter to your instructions, but it can only do so once each day.

\n

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the power ends. You can end the power early by using an action to dismiss it. The remove virus power also ends it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th or 8th level, the duration is 1 year. When you cast this power using a tech slot of 9th level, the power lasts until it is ended by remove virus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReprogramDroid.webp"} +{"_id":"Nxt6KaBjs9rMal12","name":"Cryogenic Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp"} {"_id":"ORazBSaHWGmGE8xs","name":"Cryogenic Suspension","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSuspension.webp"} -{"_id":"OkLzEeGi9Gna7dOy","name":"Kolto Reserve","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp"} -{"_id":"OqaQ4z628LjBYqnq","name":"Kolto Dispenser","permission":{"default":0},"type":"power","data":{"description":{"value":"

You establish a mobile first aid station that radiates kolto and performs minor repairs in a 5-foot cube you can see within range.

\n

Until the power ends, whenever you or a creature you can see moves into the station's space for the first time on a turn or starts its turn there, you can cause the station to restore 1d6 hit points to that creature (no action required). The station can heal a number of times equal to 1 + your techcasting ability modifier (minimum of twice). After healing that number of times, the station disintegrates.

\n

As a bonus action on your turn, you can move the station up to 30 feet to a space you can see.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoDispenser.webp"} -{"_id":"OtebMdVF2sD3y23n","name":"Programmed Illusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp"} -{"_id":"P1V3IyTuobCwDV4u","name":"Tactical Superiority","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalSuperiority.webp"} -{"_id":"P8cWLNsHqe3OVGO7","name":"Sensor Probe","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a small, temporary, invisible probe that hovers in the air for the duration. You mentally receive visual information from the probe. It has darkvision out to 30 feet. The eye can look in every direction.

\n

As an action, you can move the probe up to 30 feet in any direction. There's no limit on how far away from you it can be. A solid barrier blocks the probe's movement, but it can pass through an opening at least 1 inch in diameter.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SensorProbe.webp"} +{"_id":"OkLzEeGi9Gna7dOy","name":"Kolto Reserve","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp"} +{"_id":"OqaQ4z628LjBYqnq","name":"Kolto Dispenser","permission":{"default":0},"type":"power","data":{"description":{"value":"

You establish a mobile first aid station that radiates kolto and performs minor repairs in a 5-foot cube you can see within range.

\n

Until the power ends, whenever you or a creature you can see moves into the station's space for the first time on a turn or starts its turn there, you can cause the station to restore 1d6 hit points to that creature (no action required). The station can heal a number of times equal to 1 + your techcasting ability modifier (minimum of twice). After healing that number of times, the station disintegrates.

\n

As a bonus action on your turn, you can move the station up to 30 feet to a space you can see.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoDispenser.webp"} +{"_id":"OtebMdVF2sD3y23n","name":"Programmed Illusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp"} +{"_id":"P1V3IyTuobCwDV4u","name":"Tactical Superiority","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalSuperiority.webp"} +{"_id":"P8cWLNsHqe3OVGO7","name":"Sensor Probe","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a small, temporary, invisible probe that hovers in the air for the duration. You mentally receive visual information from the probe. It has darkvision out to 30 feet. The eye can look in every direction.

\n

As an action, you can move the probe up to 30 feet in any direction. There's no limit on how far away from you it can be. A solid barrier blocks the probe's movement, but it can pass through an opening at least 1 inch in diameter.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SensorProbe.webp"} {"_id":"PBFbcYIh4DK2EOdq","name":"Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

\n

If you instead touch a creature throughout the casting, you learn what tech powers, if any, are currently affecting it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Analyze.webp"} -{"_id":"PBnC5HGwf5K0j8nK","name":"Destroy Tech","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On a hit, the target takes 4d8 ion damage. Additionally, if the target has tech points, it must make an Intelligence saving throw. On a failed save, it loses 5 tech points, as though it expended a tech slot.

\n

Overcharge Tech. When you cast this power with a tech slot of 4th level or higher, the ion damage increases by 1d8, and the amount of tech points lost increases by 1 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","ion"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DestroyTech.webp"} -{"_id":"PJxftyDxgenF6aj2","name":"Holding Cell","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sphere of shimmering energy springs into being and encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

\n

Nothing - not physical objects, energy, or other power effects - can pass through the barrier, in or out, though a creature in the sphere can breathe. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

\n

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A disintegrate power targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldingCell.webp"} -{"_id":"PUxPBzpy9TcUbVvh","name":"Tracer Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp"} -{"_id":"PmUEhPIaIf8Zva37","name":"Sonic Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in a sonic barrier until the start of your next turn. If the target willingly moves before then, it immediately takes sonic damage equal to your techcasting modifier, becomes deafened until the start of your next turn, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 sonic damage to the target, and the damage the target takes for moving increases to 1d6 + your techcasting ability modifier. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicShot.webp"} -{"_id":"PopHJSVZq9t1FFf5","name":"Tracker Droid Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You interface a tracker droid with your tech focus, creating a permanent link.

\n

Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.

\n

While your tracker droid is within 100 feet of you, you can communicate with it via your tech focus. Additionally, as an action, you can see through your droid's vision and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the droid has. During this time, you are deaf and blind with regard to your own senses.

\n

You can't maintain an interface between more than one tracker droid and your tech focus at a time.

\n

Finally, when you cast a tech power with a range of touch, your tracker can deliver the power as if it had cast it. Your tracker droid must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can maintain a link with one more tracker droid for every two slot levels above 1st. Multiple tracker droids act on the same initiative. You can only see through one droid's vision at a time, but you can toggle between droids as a bonus action. Each droid must still be within 100 feet of you.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TrackerDroid%20Interface.webp"} -{"_id":"PrQodh2dn2Q7jJz7","name":"Tranquilizer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp"} -{"_id":"PxJ4AbgjLgZJmXX7","name":"Cryogenic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp"} +{"_id":"PBnC5HGwf5K0j8nK","name":"Destroy Tech","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On a hit, the target takes 4d8 ion damage. Additionally, if the target has tech points, it must make an Intelligence saving throw. On a failed save, it loses 5 tech points, as though it expended a tech slot.

\n

Overcharge Tech. When you cast this power with a tech slot of 4th level or higher, the ion damage increases by 1d8, and the amount of tech points lost increases by 1 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","ion"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DestroyTech.webp"} +{"_id":"PJxftyDxgenF6aj2","name":"Holding Cell","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sphere of shimmering energy springs into being and encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

\n

Nothing - not physical objects, energy, or other power effects - can pass through the barrier, in or out, though a creature in the sphere can breathe. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

\n

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A disintegrate power targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldingCell.webp"} +{"_id":"PUxPBzpy9TcUbVvh","name":"Tracer Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp"} +{"_id":"PmUEhPIaIf8Zva37","name":"Sonic Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in a sonic barrier until the start of your next turn. If the target willingly moves before then, it immediately takes sonic damage equal to your techcasting modifier, becomes deafened until the start of your next turn, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 sonic damage to the target, and the damage the target takes for moving increases to 1d6 + your techcasting ability modifier. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicShot.webp"} +{"_id":"PopHJSVZq9t1FFf5","name":"Tracker Droid Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You interface a tracker droid with your tech focus, creating a permanent link.

\n

Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.

\n

While your tracker droid is within 100 feet of you, you can communicate with it via your tech focus. Additionally, as an action, you can see through your droid's vision and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the droid has. During this time, you are deaf and blind with regard to your own senses.

\n

You can't maintain an interface between more than one tracker droid and your tech focus at a time.

\n

Finally, when you cast a tech power with a range of touch, your tracker can deliver the power as if it had cast it. Your tracker droid must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can maintain a link with one more tracker droid for every two slot levels above 1st. Multiple tracker droids act on the same initiative. You can only see through one droid's vision at a time, but you can toggle between droids as a bonus action. Each droid must still be within 100 feet of you.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TrackerDroid%20Interface.webp"} +{"_id":"PrQodh2dn2Q7jJz7","name":"Tranquilizer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp"} +{"_id":"PxJ4AbgjLgZJmXX7","name":"Cryogenic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp"} {"_id":"QIbRAvOjWgTFkX7r","name":"Electromesh","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp"} -{"_id":"QKVor2AGtFgrOjox","name":"Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting release on the object suppresses lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Lock.webp"} -{"_id":"QXBHocnHw8ErKZSK","name":"Scrambling Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 10-foot-radius shimmering sphere of power suppression surrounds you. Within the sphere, powers can't be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as explosion, can't extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 lightsaber in the sphere functions as an unenhanced lightsaber.

\n

An enhanced weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced vibrospear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Diminish Tech. Powers and enhanced effects such as tech override have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don't nullify each other.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingField.webp"} -{"_id":"Qv9sVYqBifg44aEZ","name":"Read Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You read the memory of an incapacitated droid or construct within range. The target must have its memory core (and/or other appropriate components) intact.

\n

Until the power ends, you can ask up to five questions. Depending on what it would know or has witnessed, the target provides visual, audio, or text-based data in response. The target can't provide new information, and can't speculate about future events.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReadMemory.webp"} -{"_id":"RCV218zYuFFEyWUY","name":"Release","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Release.webp"} -{"_id":"Rs9CicKafsOq5FCa","name":"Shocking Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp"} -{"_id":"Rygvn8mB2NySWQ2s","name":"Element of Surprise","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp"} -{"_id":"RzBnmCbTfv3atGv3","name":"Tactical Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp"} +{"_id":"QKVor2AGtFgrOjox","name":"Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting release on the object suppresses lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Lock.webp"} +{"_id":"QXBHocnHw8ErKZSK","name":"Scrambling Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 10-foot-radius shimmering sphere of power suppression surrounds you. Within the sphere, powers can't be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as explosion, can't extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 lightsaber in the sphere functions as an unenhanced lightsaber.

\n

An enhanced weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced vibrospear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Diminish Tech. Powers and enhanced effects such as tech override have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don't nullify each other.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingField.webp"} +{"_id":"Qv9sVYqBifg44aEZ","name":"Read Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You read the memory of an incapacitated droid or construct within range. The target must have its memory core (and/or other appropriate components) intact.

\n

Until the power ends, you can ask up to five questions. Depending on what it would know or has witnessed, the target provides visual, audio, or text-based data in response. The target can't provide new information, and can't speculate about future events.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReadMemory.webp"} +{"_id":"RCV218zYuFFEyWUY","name":"Release","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Release.webp"} +{"_id":"Rs9CicKafsOq5FCa","name":"Shocking Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp"} +{"_id":"Rygvn8mB2NySWQ2s","name":"Element of Surprise","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp"} +{"_id":"RzBnmCbTfv3atGv3","name":"Tactical Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp"} {"_id":"SCXAO2y6feVJJum3","name":"Execute Command","permission":{"default":0},"type":"power","data":{"description":{"value":"

You dictate a one-word command to a droid or construct you can see within range. The target must succeed on an Intelligence saving throw or follow the command on its next turn. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Deactivate. The target falls prone and then ends its turn.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Halt. The target doesn't move and takes no actions. A flying target stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can affect one additional droid or construct for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExecuteCommand.webp"} -{"_id":"SDGi4dYAvqZtkMRD","name":"Reboot","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a Medium or smaller droid or construct you can see. The target must make a Charisma saving throw. On a failed save, it is incapacitated until the start of your next turn. Each time the creature takes damage or is the target of a hostile power while incapacitated in this way, it can repeat this saving throw, ending the effect on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Reboot.webp"} -{"_id":"SE3mktWuG9wEE6R5","name":"Incendiary Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IncendiaryCloud.webp"} -{"_id":"SFwBxNBEuVHbgxXi","name":"Cryogenic Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp"} -{"_id":"SOpkOaf7xzF1UTYG","name":"Wire Bind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce up to 4 wires, which bind creatures of your choice that you can see within range. A creature can be targeted by more than one wire.

\n

Each target must make a Dexterity saving throw for each wire that targets it. On a failed save, the creature is restrained and falls prone as it is wrapped securely by the wire.

\n

A creature restrained by a wire can use its action to make a Strength or Dexterity check (its choice) against your tech save DC. On a success, it is no longer restrained by that wire. A wire can also be destroyed; each one has AC 15 and 10 hit points, and has immunity to all damage not dealt by melee weapons.

\n

A wire that misses its target or is escaped falls slack and disintegrates, as do all remaining wires when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireBind.webp"} -{"_id":"SZHMFvx9mkPSwUli","name":"Mass Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to six droids or constructs in a 30-foot-radius sphere centered on a point. Each target regains hit points equal to 3d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MassRepair%20Droid.webp"} -{"_id":"T9yaDZKiKSX8zFud","name":"Temporary Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp"} +{"_id":"SDGi4dYAvqZtkMRD","name":"Reboot","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a Medium or smaller droid or construct you can see. The target must make a Charisma saving throw. On a failed save, it is incapacitated until the start of your next turn. Each time the creature takes damage or is the target of a hostile power while incapacitated in this way, it can repeat this saving throw, ending the effect on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Reboot.webp"} +{"_id":"SE3mktWuG9wEE6R5","name":"Incendiary Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IncendiaryCloud.webp"} +{"_id":"SFwBxNBEuVHbgxXi","name":"Cryogenic Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp"} +{"_id":"SOpkOaf7xzF1UTYG","name":"Wire Bind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce up to 4 wires, which bind creatures of your choice that you can see within range. A creature can be targeted by more than one wire.

\n

Each target must make a Dexterity saving throw for each wire that targets it. On a failed save, the creature is restrained and falls prone as it is wrapped securely by the wire.

\n

A creature restrained by a wire can use its action to make a Strength or Dexterity check (its choice) against your tech save DC. On a success, it is no longer restrained by that wire. A wire can also be destroyed; each one has AC 15 and 10 hit points, and has immunity to all damage not dealt by melee weapons.

\n

A wire that misses its target or is escaped falls slack and disintegrates, as do all remaining wires when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireBind.webp"} +{"_id":"SZHMFvx9mkPSwUli","name":"Mass Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to six droids or constructs in a 30-foot-radius sphere centered on a point. Each target regains hit points equal to 3d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MassRepair%20Droid.webp"} +{"_id":"T9yaDZKiKSX8zFud","name":"Temporary Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp"} {"_id":"TpJV9QdBqbnL7aLQ","name":"Debilitating Gas","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp"} -{"_id":"UACmTGjhcYjQyLj3","name":"Electroshock","permission":{"default":0},"type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]} -{"_id":"UNgPNWRmkQUNpNny","name":"Pressure Crush","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to crush the body of a creature you touch. The target must make a Strength saving throw. If the creature is grappled or restrained by you or an effect you control, it makes the saving throw with disadvantage. On a failed save, the creature takes 1d12 kinetic damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PressureCrush.webp"} -{"_id":"USt5H36LIw7ma5gh","name":"Buffer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain 1d4 + 4 temporary hit points for the duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Buffer.webp"} +{"_id":"UACmTGjhcYjQyLj3","name":"Electroshock","permission":{"default":0},"type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]} +{"_id":"UNgPNWRmkQUNpNny","name":"Pressure Crush","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to crush the body of a creature you touch. The target must make a Strength saving throw. If the creature is grappled or restrained by you or an effect you control, it makes the saving throw with disadvantage. On a failed save, the creature takes 1d12 kinetic damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PressureCrush.webp"} +{"_id":"USt5H36LIw7ma5gh","name":"Buffer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain 1d4 + 4 temporary hit points for the duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"5"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Buffer.webp"} {"_id":"V0gdMfr4o2iV2AOb","name":"Echo Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a reverberating pulse of sound at a target within range. The target must succeed on a Wisdom saving throw or take 1d8 sonic damage.

\n

This power can hit multiple targets in succession when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, and the last target must be no further than 30 feet away from you. You can not target the same creature twice in succession.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EchoBlast.webp","effects":[]} {"_id":"VPpaedIPR048RLKF","name":"Energizing Aura","permission":{"default":0},"type":"power","data":{"description":{"value":"

Energizing light radiates out from you in a 30-foot radius. Creatures of your choice in that radius when you cast this power have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergizingAura.webp"} -{"_id":"WOnLRapxYnS99uFT","name":"Corrosive Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp"} -{"_id":"XERRPbogZO8ePUxp","name":"Synchronicity","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity provoked by the target's movement are made with disadvantage.

\n

The power also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

\n

If two or more creatures under the effect of the power are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's power takes effect.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Synchronicity.webp"} -{"_id":"XLcIk8WOOrtowBdv","name":"Illusory Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you create an illusory duplicate of yourself in your space that only the target can see. The target has disadvantage on the next attack roll it makes against you before the start of your next turn.

\n

This power creates multiple duplicates when you reach higher levels. At 5th level, you create a second illusory duplicate, and the target has disadvantage on the next two attacks it makes against you before the start of your next turn. The number of duplicates and attacks with disadvantage increases to three at 11th level and four at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryStrike.webp"} -{"_id":"XkEm103IydE75jWD","name":"Paralyze Creature","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp"} -{"_id":"Xn8F3DKTsC7GD00Q","name":"Toxin Purge","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp"} -{"_id":"YD32do4QEG5WATCG","name":"Greater Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch four projectiles at points you can see within range. Each creature within a 20-foot-radius sphere of each point must make a Dexterity saving throw. A creature takes 15d6 fire damage and 15d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["15d6","fire"],["15d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSalvo.webp"} +{"_id":"WOnLRapxYnS99uFT","name":"Corrosive Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"2d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp"} +{"_id":"XERRPbogZO8ePUxp","name":"Synchronicity","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity provoked by the target's movement are made with disadvantage.

\n

The power also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

\n

If two or more creatures under the effect of the power are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's power takes effect.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Synchronicity.webp"} +{"_id":"XLcIk8WOOrtowBdv","name":"Illusory Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you create an illusory duplicate of yourself in your space that only the target can see. The target has disadvantage on the next attack roll it makes against you before the start of your next turn.

\n

This power creates multiple duplicates when you reach higher levels. At 5th level, you create a second illusory duplicate, and the target has disadvantage on the next two attacks it makes against you before the start of your next turn. The number of duplicates and attacks with disadvantage increases to three at 11th level and four at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryStrike.webp"} +{"_id":"XkEm103IydE75jWD","name":"Paralyze Creature","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp"} +{"_id":"Xn8F3DKTsC7GD00Q","name":"Toxin Purge","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp"} +{"_id":"XvdbRqDEy1fr9oIc","name":"Stinger","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You fire a stinging dart at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d8 poison damage, and if the target is a humanoid or beast, it can't regain hit points until the start of your next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"core":{"sourceId":"Item.qdJAsYVnwGcX18Cm"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stinger.webp","effects":[]} +{"_id":"YD32do4QEG5WATCG","name":"Greater Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch four projectiles at points you can see within range. Each creature within a 20-foot-radius sphere of each point must make a Dexterity saving throw. A creature takes 15d6 fire damage and 15d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["15d6","fire"],["15d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSalvo.webp"} {"_id":"YMMEHilPkH2NTrFI","name":"Carbonite Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate an explosion of cryogenic energy in a 60-foot-radius sphere centered on a point you can see within range. Each creature in the affected area must make a Constitution saving throw. On a failed save, the creature takes 8d6 + 20 cold damage and is restrained for 1 minute as it is encased in carbonite. On a successful save, the creature takes half damage and is restrained until the end of its next turn.

\n

As an action, a restrained creature can make a Strength check against your tech save DC, ending this effect on itself on a success.

\n

A creature reduced to 0 hit points by this power dies instantly, as its body shatters into frozen chunks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":250,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6 + 20","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarboniteExplosion.webp"} {"_id":"YP3RHcb3X5tj6tIS","name":"Enhance Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a droid or construct and upgrade one of its aspects. Choose one of the following effects; the target gains that effect until the power ends.

\n
    \n
  • Servomotor. The target has advantage on Strength checks, and its carrying capacity doubles.
  • \n
  • Motivator. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • \n
  • Power Core. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.
  • \n
  • Databanks. The target has advantage on Intelligence checks.
  • \n
  • Sensors. The target has advantage on Wisdom checks.
  • \n
  • Relations Protocols. The target has advantage on Charisma checks.
  • \n
\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnhanceDroid.webp"} -{"_id":"YfSDSxySy8ZdOyDB","name":"Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp"} -{"_id":"YjW6V6Qc5XFpC6mG","name":"Mislead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a power.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mislead.webp"} -{"_id":"YkRvH2zbzT6CWdpM","name":"Skill Protocol","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance a droid or construct's protocols. You touch one willing droid or construct and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SkillProtocol.webp"} -{"_id":"YzYlv2tK8mS5BS6Z","name":"Greater Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expell a massive explosion at a point within range. Each creature in a 40-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 40d6 fire damage and is knocked prone on a failed save, or half as much damage on a successful one but remain standing.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":40,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["40d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterExplosion.webp"} -{"_id":"Z1iEHe9eYojoiXJ1","name":"Spectrum Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

You fire an undulating, warbling bolt of energy at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Damage Type
1Acid
2Cold
3Fire
4Energy
5Ion
6Lightning
7Poison
8Sonic
\n

If you roll the same number on both d8s, the bolt leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the bolt to leap again. A creature can be targeted only once by each casting of this power.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + 1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumBolt.webp"} -{"_id":"ZFGBrIjKVhzOE7O0","name":"Scan Area","permission":{"default":0},"type":"power","data":{"description":{"value":"

Program a creature or object that you are familiar with into your tech focus. Using a sonar scan, the tech focus attempts to find a path to the creature's or objects location, as long as that creature or object is within 1,000 feet of you. If the creature or object is moving, you know the direction of its movement.

\n

The power can locate a specific creature or object known to you, or the nearest creature/object of a specific kind (such as a droid or a bothan), so long as you have seen such a creature up close - within 30 feet - at least once.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScanArea.webp"} +{"_id":"YYzAcgLkbrxw3LmF","name":"Itemize","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You instantly learn the exact quantity of one type of item within 30 feet of you. It must be a type of item that you've handled in the past; you can't, for example, use itemize to find out how many BKGs are nearby if you've never handled such a weapon. The object being itemized must also be reasonably specific. You can learn how many meilooruns are nearby, for example, but not how much fruit.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":1,"condition":"Item/s targeted must be reasonably specific and handled by the techcaster in the past."},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.hnRKln0T9w7Muz7Z"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Itemize.webp","effects":[]} +{"_id":"YfSDSxySy8ZdOyDB","name":"Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp"} +{"_id":"YjW6V6Qc5XFpC6mG","name":"Mislead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a power.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mislead.webp"} +{"_id":"YkRvH2zbzT6CWdpM","name":"Skill Protocol","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance a droid or construct's protocols. You touch one willing droid or construct and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SkillProtocol.webp"} +{"_id":"YzYlv2tK8mS5BS6Z","name":"Greater Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expell a massive explosion at a point within range. Each creature in a 40-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 40d6 fire damage and is knocked prone on a failed save, or half as much damage on a successful one but remain standing.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":40,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["40d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterExplosion.webp"} +{"_id":"Z1iEHe9eYojoiXJ1","name":"Spectrum Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

You fire an undulating, warbling bolt of energy at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Damage Type
1Acid
2Cold
3Fire
4Energy
5Ion
6Lightning
7Poison
8Sonic
\n

If you roll the same number on both d8s, the bolt leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the bolt to leap again. A creature can be targeted only once by each casting of this power.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + 1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumBolt.webp"} +{"_id":"ZFGBrIjKVhzOE7O0","name":"Scan Area","permission":{"default":0},"type":"power","data":{"description":{"value":"

Program a creature or object that you are familiar with into your tech focus. Using a sonar scan, the tech focus attempts to find a path to the creature's or objects location, as long as that creature or object is within 1,000 feet of you. If the creature or object is moving, you know the direction of its movement.

\n

The power can locate a specific creature or object known to you, or the nearest creature/object of a specific kind (such as a droid or a bothan), so long as you have seen such a creature up close - within 30 feet - at least once.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScanArea.webp"} {"_id":"ZH0jkLKHJ54BmkYX","name":"Alarm","permission":{"default":0},"type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp"} {"_id":"ZgRhvuUTEgv2aZ03","name":"Enhance Weapon","permission":{"default":0},"type":"power","data":{"description":{"value":"

An unenhanced weapon you touch becomes an enhanced weapon. Choose one of these damage types: acid, cold, energy, fire, ion, kinetic, or lightning. For the duration, an unenhanced weapon you touch has a +1 to attack rolls and deals an extra 1d4 damage of the chosen type.

\n

Overcharge Tech. When you cast this power using a 5th or 6th level tech slot, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnhanceWeapon.webp"} {"_id":"Zk697eWSqME5gpkF","name":"Condense/Vaporize","permission":{"default":0},"type":"power","data":{"description":{"value":"

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CondenseVaporize.webp"} {"_id":"a4nZ05eHgTXZo4TU","name":"Cage","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of energy springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers cast into or out of the area.

\n

When you cast the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can't leave it by unenhanced means. If the creature tries to teleport to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the power or effect.

\n

This power can't be dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cage.webp"} -{"_id":"aJqCpoejohXYuJ1J","name":"Sonic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you begin to emanate a disturbing hum. If a hostile creature ends its turn within 5 feet of you before the start of your next turn, it takes 1d4 sonic damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicStrike.webp"} -{"_id":"b0T7rxNgDtGx3mwh","name":"Stack the Deck","permission":{"default":0},"type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp"} -{"_id":"bp55Q4R0gBpd0FiM","name":"Oil Slick","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp"} -{"_id":"c17MNNJ8FplU5Txm","name":"Absorb Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp"} -{"_id":"c4SsNyGyxVhoTcT7","name":"Shared Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp"} +{"_id":"aJqCpoejohXYuJ1J","name":"Sonic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you begin to emanate a disturbing hum. If a hostile creature ends its turn within 5 feet of you before the start of your next turn, it takes 1d4 sonic damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicStrike.webp"} +{"_id":"b0T7rxNgDtGx3mwh","name":"Stack the Deck","permission":{"default":0},"type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp"} +{"_id":"bp55Q4R0gBpd0FiM","name":"Oil Slick","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp"} +{"_id":"c17MNNJ8FplU5Txm","name":"Absorb Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp","effects":[]} +{"_id":"c4SsNyGyxVhoTcT7","name":"Shared Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp"} {"_id":"c7vvcY0lZDii7SOI","name":"Energy Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp"} -{"_id":"cBi1Qb9wV9V6eIlb","name":"Greater Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six medium sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 10 feet of the explosion must make a Dexterity save. The explosion deals 4d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSabotage%20Charges.webp"} -{"_id":"cCxSroyB5NOBFgBe","name":"Energetic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch gains 10 temporary hit points. While it has these hit points, the creature can add 1d4 to its saving throws. Any remaining temporary hit points are lost when the power ends.

\n

Overcharge Tech. When you cast this power with a tech slot of 3rd level or higher, the target gains 5 additional temporary hit points for each slot level above 2nd. When you cast this power at 4th level or higher, the die size increases for every two slot levels above 3rd (d6 at 4th level, d8 at 6th level, d10 at 8th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergeticBurst.webp"} -{"_id":"cOazeFQn9Atja7Wd","name":"Magnetic Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp"} +{"_id":"cBi1Qb9wV9V6eIlb","name":"Greater Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six medium sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 10 feet of the explosion must make a Dexterity save. The explosion deals 4d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSabotage%20Charges.webp"} +{"_id":"cCxSroyB5NOBFgBe","name":"Energetic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch gains 10 temporary hit points. While it has these hit points, the creature can add 1d4 to its saving throws. Any remaining temporary hit points are lost when the power ends.

\n

Overcharge Tech. When you cast this power with a tech slot of 3rd level or higher, the target gains 5 additional temporary hit points for each slot level above 2nd. When you cast this power at 4th level or higher, the die size increases for every two slot levels above 3rd (d6 at 4th level, d8 at 6th level, d10 at 8th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"5"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergeticBurst.webp"} +{"_id":"cOazeFQn9Atja7Wd","name":"Magnetic Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n
    \n
  • The area is difficult terrain for creatures other than you.
  • \n
  • The attack rolls of ranged weapon attacks which deal kinetic, energy, or ion damage have disadvantage if the attacks pass in or out of the field.
  • \n
  • Communications equipment cannot communicate into or out of the field.
  • \n
\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp"} {"_id":"cSol0QcQ8XaCtAPU","name":"Frequency Scan","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can detect electronic transmissions. When you cast the power and as your action on each turn until the power ends, you can focus on any one creature that you can see within 30 feet of you. If the creature you choose does not possess a commlink, or is not a droid or construct, the creature is unaffected.

\n

If the creature possesses a commlink or other communications device, you receive any transmissions it broadcasts or receives for the duration.

\n

Additionally, if the target is a droid or construct, you can read its \"thoughts.\" You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), and something that looms large in its mind (such as its current objectives). If it succeeds, the power ends. Either way, the target (or its pilot, if it has one) knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

\n

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

\n

You can also use this power to detect the presence of droids, constructs, or creatures bearing communications devices you can't see. When you cast the power or as your action during the duration, you can search for transmissions within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.

\n

Once you detect the presence of a creature in this way, you can read its thoughts or transmissions for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FrequencyScan.webp"} -{"_id":"cWpl0AM6R0DkEbzM","name":"Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp"} -{"_id":"d0FiFRm54YKcE0Zs","name":"Shatter","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp"} -{"_id":"d2hRQpNWYK6JxnCu","name":"Poison Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp"} -{"_id":"d8xd9jPHRHF0WEgv","name":"Smuggle","permission":{"default":0},"type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp"} -{"_id":"dDOMCEIMHUrrdvho","name":"Electrical Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp"} -{"_id":"dSH2Y7IKtXWFaE53","name":"Short Circuit","permission":{"default":0},"type":"power","data":{"description":{"value":"

You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a droid, construct, or has a tech focus, it has disadvantage on the first attack roll it makes against you until the end of your next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShortCircuit.webp"} -{"_id":"dmMPMnnXdELmOHMI","name":"Spot the Weakness","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp"} -{"_id":"dmjZqZfUdHSfp0L1","name":"Acid Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp"} -{"_id":"ef7RW6hQ93EeDCVb","name":"Pheromone Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of mood-altering pheromones around you. Each creature within range other than you must succeed on a Charisma saving throw or take 1d4 poison damage and become frightened of you until the start of its next turn. A creature that is immune to the poisoned condition is not frightened.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PheromoneBurst.webp"} +{"_id":"cWpl0AM6R0DkEbzM","name":"Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp"} +{"_id":"d0FiFRm54YKcE0Zs","name":"Shatter","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp"} +{"_id":"d2hRQpNWYK6JxnCu","name":"Poison Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp"} +{"_id":"d8xd9jPHRHF0WEgv","name":"Smuggle","permission":{"default":0},"type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp"} +{"_id":"dDOMCEIMHUrrdvho","name":"Electrical Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp"} +{"_id":"dSH2Y7IKtXWFaE53","name":"Short Circuit","permission":{"default":0},"type":"power","data":{"description":{"value":"

You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a droid, construct, or has a tech focus, it has disadvantage on the first attack roll it makes against you until the end of your next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShortCircuit.webp"} +{"_id":"dmMPMnnXdELmOHMI","name":"Spot the Weakness","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp"} +{"_id":"dmjZqZfUdHSfp0L1","name":"Acid Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp"} +{"_id":"ef7RW6hQ93EeDCVb","name":"Pheromone Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of mood-altering pheromones around you. Each creature within range other than you must succeed on a Charisma saving throw or take 1d4 poison damage and become frightened of you until the start of its next turn. A creature that is immune to the poisoned condition is not frightened.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PheromoneBurst.webp"} {"_id":"fDkDt47dU5nPlvcy","name":"Capacity Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You empower a blaster weapon you are holding. For the duration, you can reload the weapon once per turn without using an action, and as a bonus action on each of your turns you can make one attack with the weapon.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, you can make two attacks with your bonus action, instead of one.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CapacityBoost.webp"} -{"_id":"fc1XTRTpr4FjyCSw","name":"Immolate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one. These enhanced flames can't be extinguished by unenhanced means.

\n

If damage from this power kills a target, the target is turned to ash.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Immolate.webp"} -{"_id":"fdxHYa82RznE46mK","name":"Sending","permission":{"default":0},"type":"power","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar that possesses a commlink. The creature hears the message, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

\n

You can send the message across any distance and even to other planets, but if the target is on a different planet than you, there is a 5 percent chance that the message doesn't arrive.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Sending.webp"} +{"_id":"fc1XTRTpr4FjyCSw","name":"Immolate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one. These enhanced flames can't be extinguished by unenhanced means.

\n

If damage from this power kills a target, the target is turned to ash.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Immolate.webp"} +{"_id":"fdxHYa82RznE46mK","name":"Sending","permission":{"default":0},"type":"power","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar that possesses a commlink. The creature hears the message, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

\n

You can send the message across any distance and even to other planets, but if the target is on a different planet than you, there is a 5 percent chance that the message doesn't arrive.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Sending.webp"} {"_id":"g0WJVphRgr0iSG1x","name":"Diminish Tech","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp"} -{"_id":"gOVe5Qv8Bwkn9gAf","name":"Acid Splash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp"} -{"_id":"gu0quvGXQMeqePqd","name":"Toxin Scan","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can see the presence and location of poisons and diseases within 30 feet of you. You also identify the kind of poison or disease in each case.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinScan.webp"} -{"_id":"hyh01gHWyf5MVpdm","name":"Invisibility to Cameras","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp"} -{"_id":"i0Z07joWf3xkBk8C","name":"Ring of Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wall of flames erupts out of the ground in a ring around you with a radius of 15 feet and a height of 10 feet. Creatures who start their turn in the ring of fire or pass through it on their turn take 1d6 fire damage. Creatures within the ring of fire who willingly try to move through the fire to escape must succeed on a Wisdom saving throw to do so. Creatures who are immune to fear or fire automatically succeed on this saving throw.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage of the ring of fire increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ringof%20Fire.webp"} -{"_id":"i1fB3zDVdoeIc7KB","name":"Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken registered language that you hear, as long as you have your tech focus. You also understand any written language that you see, but you must be within reach of the surface on which the words are written. It takes about 1 minute to read one page of text.

\n

This power doesn't decode secret messages in a text, nor does it interpret a glyph, such as an ancient Sith rune, that isn't part of a written language.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TranslationProgram.webp"} +{"_id":"gOVe5Qv8Bwkn9gAf","name":"Acid Splash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp"} +{"_id":"gu0quvGXQMeqePqd","name":"Toxin Scan","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can see the presence and location of poisons and diseases within 30 feet of you. You also identify the kind of poison or disease in each case.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinScan.webp"} +{"_id":"hyh01gHWyf5MVpdm","name":"Invisibility to Cameras","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp"} +{"_id":"i0Z07joWf3xkBk8C","name":"Ring of Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wall of flames erupts out of the ground in a ring around you with a radius of 15 feet and a height of 10 feet. Creatures who start their turn in the ring of fire or pass through it on their turn take 1d6 fire damage. Creatures within the ring of fire who willingly try to move through the fire to escape must succeed on a Wisdom saving throw to do so. Creatures who are immune to fear or fire automatically succeed on this saving throw.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage of the ring of fire increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ringof%20Fire.webp"} +{"_id":"i1fB3zDVdoeIc7KB","name":"Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken registered language that you hear, as long as you have your tech focus. You also understand any written language that you see, but you must be within reach of the surface on which the words are written. It takes about 1 minute to read one page of text.

\n

This power doesn't decode secret messages in a text, nor does it interpret a glyph, such as an ancient Sith rune, that isn't part of a written language.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TranslationProgram.webp"} {"_id":"i60B1Lyu97U0VNCI","name":"Detect Traps","permission":{"default":0},"type":"power","data":{"description":{"value":"

You sense the presence, general location, and nature of any trap within 120 feet of you that is within line of sight. A trap, for this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended by its creator.

\n

While the power is active, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find any traps that are within line of sight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":120,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectTraps.webp"} -{"_id":"i6VsaYG9PEr8NP1I","name":"Rime Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and the creature gains 1 slowed level until the end of its turn as the air around it turns frigid.

\n

This power deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeShot.webp"} +{"_id":"i6VsaYG9PEr8NP1I","name":"Rime Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and the creature gains 1 slowed level until the end of its turn as the air around it turns frigid.

\n

This power deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeShot.webp"} {"_id":"iG4M6N5PFqj9TfRW","name":"Bacta Pack","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a luminescent pack of bacta in any space, occupied or unoccupied, within range. The pack remains in its space until it is activated by any creature you choose. If the space you choose is occupied by a creature you have designated, it can use its reaction to immediately activate the pack; otherwise, a creature within 5 feet of the pack can use a bonus action to touch it and activate it.

\n

When the pack is activated by a designated creature, that creature regains hit points equal to 1d6 + your techcasting modifier, and the pack is consumed. If the power ends before the pack has been activated, it becomes useless and disintegrates. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you may either increase the healing of a single pack by 1d6 for each slot level above 1st, or create another pack in a separate space, with one additional pack for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BactaPack.webp"} {"_id":"iIB2uiS4UZM0Ylvf","name":"Carbon Fog","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a cloud of icy fog in a 20-foot-radius sphere centered on a point you can see. The sphere extends around corners, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain. Each creature that enters the power's area for the first time on a turn or starts its turn there takes 4d6 cold damage and gains 1 slowed level until the end of its turn. The fog lasts for the duration of the power or until it's dispersed by a wind of moderate or greater speed (at least 10 mph).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarbonFog.webp"} -{"_id":"j3x2v1GJBVVZwwBb","name":"Greater Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.

\n

If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.

\n

If any of this power's area overlaps with enhanced darkness made by a power of 3rd level or lower, the darkness is dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterLight.webp"} -{"_id":"j9etZuLOpJpFO1Hx","name":"Greater Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp"} -{"_id":"jBUTIsaIV0l0iFfR","name":"Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp"} -{"_id":"jWQweA9GtEI825aa","name":"Vortex Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to the target.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VortexShot.webp"} -{"_id":"kWABLhflNvLZbrU3","name":"Ionic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in an ionic discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d6 ion damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 ion damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicStrike.webp"} -{"_id":"lehdnXpBfIxK3c11","name":"Flash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp"} -{"_id":"mFW2RREnUTmbXX4C","name":"Holographic Disguise","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp"} -{"_id":"mYhTI7UHdM6MKIM1","name":"Group Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power.

\n

The power disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The power lasts for the duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your tech save DC. If it succeeds, it becomes aware that the target is disguised.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GroupHologram.webp"} -{"_id":"nHhp6mchLrFTFMoi","name":"Rewrite Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to alter a droid or construct's memories. One droid or construct that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.

\n

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

The target's mind fills in any gaps in the altered memory. If the power ends before you have finished prescribing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.

\n

A modified memory doesn't necessarily affect how the target behaves, particularly if the memory contradicts the target's core programming, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the target enjoyed dousing itself in acid, is dismissed, perhaps as a glitch. The DM might deem a modified memory too nonsensical to affect a target in a significant manner.

\n

A remove virus or similar power cast on the target restores its true memory.

\n

Overcharge Tech. If you cast this power using a tech slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RewriteMemory.webp"} -{"_id":"nKB4KH7zUo3Q1BQh","name":"Minor Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp"} -{"_id":"o1iXuIwO1nQohMDU","name":"Tonal Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 sonic damage on a failed save, or half as much damage on a successful one. The blast can be heard from up to 300 feet away.

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TonalTranslocate.webp"} -{"_id":"o9i0rEKiH5YLiVzj","name":"Motivator Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You imbue a willing droid or construct with heightened speed and maneuverability. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, and it has advantage on Dexterity saving throws.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MotivatorBoost.webp"} -{"_id":"pMZsusj9lqkzUxlB","name":"Greater Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken registered language it hears. Moreover, when the target speaks, any creature that knows at least one registered language and can hear the target understands what it says.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslation%20Program.webp"} +{"_id":"j3x2v1GJBVVZwwBb","name":"Greater Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.

\n

If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.

\n

If any of this power's area overlaps with enhanced darkness made by a power of 3rd level or lower, the darkness is dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterLight.webp"} +{"_id":"j9etZuLOpJpFO1Hx","name":"Greater Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp"} +{"_id":"jAfRqgdui5Bv27kY","name":"Fabricate","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from bantha hide.

\n

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the power is commensurate with the quality of the raw materials.

\n

Creatures or enhanced items can't be created by this power. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of tool used to craft such objects.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{"core":{"sourceId":"Item.oGF3jzR2zrjXyzBc"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Fabricate.webp","effects":[]} +{"_id":"jBUTIsaIV0l0iFfR","name":"Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp"} +{"_id":"jWQweA9GtEI825aa","name":"Vortex Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to the target.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VortexShot.webp"} +{"_id":"kWABLhflNvLZbrU3","name":"Ionic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in an ionic discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d6 ion damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 ion damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicStrike.webp","effects":[]} +{"_id":"lehdnXpBfIxK3c11","name":"Flash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"2d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp"} +{"_id":"mFW2RREnUTmbXX4C","name":"Holographic Disguise","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp"} +{"_id":"mYhTI7UHdM6MKIM1","name":"Group Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power.

\n

The power disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The power lasts for the duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your tech save DC. If it succeeds, it becomes aware that the target is disguised.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GroupHologram.webp"} +{"_id":"nGsHnixLynhIYIOP","name":"Squad Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"power","data":{"description":{"value":"

In the face of danger, you create a barrier that protects you and those around you. A faintly glowing sphere of protection with a radius of 10 feet appears. The sphere lasts for the duration.

\n

Any tech power (or force power that deals energy or lightning damage) of 7th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level tech slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Furthermore, hazards of the following types cannot physically pass through the barrier or affect anything within it

\n
    \n
  • Physical or energy projectiles.
  • \n
  • A specific effect such as a thermal detonator's explosion.
  • \n
  • An environmental danger, such as falling rocks or a lava flow.
  • \n
\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the maximum radius increases by 10 feet for each slot level above 7th. In addition, the barrier blocks powers of one level higher for each slot level above 7th.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":1,"condition":"which you take in response to an incoming attack"},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"10 feet (radius)"}},"flags":{"core":{"sourceId":"Item.Z8XeuHvbE5I21GtD"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Squad Shield.webp","effects":[]} +{"_id":"nHhp6mchLrFTFMoi","name":"Rewrite Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to alter a droid or construct's memories. One droid or construct that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.

\n

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

The target's mind fills in any gaps in the altered memory. If the power ends before you have finished prescribing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.

\n

A modified memory doesn't necessarily affect how the target behaves, particularly if the memory contradicts the target's core programming, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the target enjoyed dousing itself in acid, is dismissed, perhaps as a glitch. The DM might deem a modified memory too nonsensical to affect a target in a significant manner.

\n

A remove virus or similar power cast on the target restores its true memory.

\n

Overcharge Tech. If you cast this power using a tech slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RewriteMemory.webp"} +{"_id":"nKB4KH7zUo3Q1BQh","name":"Minor Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n
    \n
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • \n
  • You instantaneously light or snuff out a source of light.
  • \n
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • \n
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • \n
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • \n
  • You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • \n
\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp"} +{"_id":"o1iXuIwO1nQohMDU","name":"Tonal Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 sonic damage on a failed save, or half as much damage on a successful one. The blast can be heard from up to 300 feet away.

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TonalTranslocate.webp"} +{"_id":"o9i0rEKiH5YLiVzj","name":"Motivator Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You imbue a willing droid or construct with heightened speed and maneuverability. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, and it has advantage on Dexterity saving throws.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MotivatorBoost.webp"} +{"_id":"pMZsusj9lqkzUxlB","name":"Greater Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken registered language it hears. Moreover, when the target speaks, any creature that knows at least one registered language and can hear the target understands what it says.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslation%20Program.webp"} {"_id":"px6DKRGAVjyTh638","name":"Disperse Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

You have resistance to acid, cold, fire, lightning, and sonic damage for the power's duration.

\n

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DisperseEnergy.webp"} -{"_id":"q15Watfzi4E5yzUm","name":"Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Light.webp"} -{"_id":"qHu258wCccbyajwo","name":"Hold Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp"} -{"_id":"qIi1DYpjY8198ACL","name":"Sonic Fists","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance your fists - or analogous appendages - with sonic energy. For the duration, you have a natural weapon which deals 1d10 sonic damage on a hit. Every time you hit a creature that is no more than one size larger than you with a melee attack with this weapon, you can push it 5 feet away from you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicFists.webp"} -{"_id":"rHq8p2F0XR0H4rMT","name":"Remove Virus","permission":{"default":0},"type":"power","data":{"description":{"value":"

At your touch, all tech-based curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner's attunement to the object so it can be removed or discarded.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RemoveVirus.webp"} -{"_id":"suitG0utOY2LF7sC","name":"Stun Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tiny crippling dart at a target within range. If the target has 150 hit points or fewer, it is stunned. Otherwise, the power has no effect.

\n

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":"","type":""},"duration":{"value":"Instantaneous"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StunDart.webp"} -{"_id":"tAR395yRyPA5bWw3","name":"Target Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp"} -{"_id":"tM8bhPs9ehJjv11n","name":"Ward","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp"} -{"_id":"tOQpsE1NUokmiUtF","name":"Glide","permission":{"default":0},"type":"power","data":{"description":{"value":"

One willing creature gains the ability to glide when falling. For the duration of the power, it falls at a rate of 30 feet per round and can move up to 30 feet horizontally as well on each of its turns. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you or a creature within 30 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Glide.webp"} -{"_id":"to84bBMy9F4zYZ5I","name":"Combustive Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp"} -{"_id":"uKVIsflQoqXlbejy","name":"Radiation","permission":{"default":0},"type":"power","data":{"description":{"value":"

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the power ends.

\n

When a creature moves into the power's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 necrotic damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this power go away when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Radiation.webp"} -{"_id":"uLB7E27wecdLLbCE","name":"Minor Defibrillation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate a static charge that can aid or harm a creature you touch. Make a melee tech attack against the target. On a hit, the target takes 1d10 lightning damage. If the target is a living creature that has 0 hit points, it immediately gains one death saving throw success instead of taking damage.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorDefibrillation.webp"} -{"_id":"vo6OJqBxuOiyMyxX","name":"Kolto Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp"} -{"_id":"w8aWJGuIPq2kp4Qj","name":"Delayed Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a delayed explosion at a point within range. When the power ends, either because your concentration is broken or because you decide to end it, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The power's base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6.

\n

If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the explosion.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6",""]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DelayedExplosion.webp"} -{"_id":"wtSlQwtA4N2ewADb","name":"Preparedness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Preparedness.webp"} +{"_id":"q15Watfzi4E5yzUm","name":"Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Light.webp"} +{"_id":"qHu258wCccbyajwo","name":"Hold Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp"} +{"_id":"qIi1DYpjY8198ACL","name":"Sonic Fists","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance your fists - or analogous appendages - with sonic energy. For the duration, you have a natural weapon which deals 1d10 sonic damage on a hit. Every time you hit a creature that is no more than one size larger than you with a melee attack with this weapon, you can push it 5 feet away from you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicFists.webp"} +{"_id":"rHq8p2F0XR0H4rMT","name":"Remove Virus","permission":{"default":0},"type":"power","data":{"description":{"value":"

At your touch, all tech-based curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner's attunement to the object so it can be removed or discarded.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RemoveVirus.webp"} +{"_id":"suitG0utOY2LF7sC","name":"Stun Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tiny crippling dart at a target within range. If the target has 150 hit points or fewer, it is stunned. Otherwise, the power has no effect.

\n

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":"","type":""},"duration":{"value":"Instantaneous"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StunDart.webp"} +{"_id":"tAR395yRyPA5bWw3","name":"Target Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp"} +{"_id":"tM8bhPs9ehJjv11n","name":"Ward","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp"} +{"_id":"tOQpsE1NUokmiUtF","name":"Glide","permission":{"default":0},"type":"power","data":{"description":{"value":"

One willing creature gains the ability to glide when falling. For the duration of the power, it falls at a rate of 30 feet per round and can move up to 30 feet horizontally as well on each of its turns. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you or a creature within 30 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Glide.webp"} +{"_id":"to84bBMy9F4zYZ5I","name":"Combustive Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp"} +{"_id":"uKVIsflQoqXlbejy","name":"Radiation","permission":{"default":0},"type":"power","data":{"description":{"value":"

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the power ends.

\n

When a creature moves into the power's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 necrotic damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this power go away when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Radiation.webp"} +{"_id":"uLB7E27wecdLLbCE","name":"Minor Defibrillation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate a static charge that can aid or harm a creature you touch. Make a melee tech attack against the target. On a hit, the target takes 1d10 lightning damage. If the target is a living creature that has 0 hit points, it immediately gains one death saving throw success instead of taking damage.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorDefibrillation.webp"} +{"_id":"vo6OJqBxuOiyMyxX","name":"Kolto Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp"} +{"_id":"w8aWJGuIPq2kp4Qj","name":"Delayed Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a delayed explosion at a point within range. When the power ends, either because your concentration is broken or because you decide to end it, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The power's base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6.

\n

If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the explosion.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6",""]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DelayedExplosion.webp"} +{"_id":"wtSlQwtA4N2ewADb","name":"Preparedness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Preparedness.webp"} {"_id":"xAgbr9pfUcwf2FjB","name":"Assess the Situation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp"} -{"_id":"xW2LoI7JTHMqPcuC","name":"Mobile Lights","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create up to four orbs of light within range that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

\n

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MobileLights.webp"} -{"_id":"xXPplfLNPoXvhfjp","name":"Wire Line","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireLine.webp"} -{"_id":"xeBPmKsGTsXqEszc","name":"Greater Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. This power gives you a summary of significant lore about it. If the thing you named isn't known outside of one planetary system, you gain no information. The more information you already have, the more detailed the information you receive is.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterAnalyze.webp"} -{"_id":"xs0igvxRAzGwZqik","name":"Venomous Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp"} -{"_id":"xxrRddwkMSsJbPs0","name":"Kolto Infusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of kolto energy washes over the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["+70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoInfusion.webp"} +{"_id":"xW2LoI7JTHMqPcuC","name":"Mobile Lights","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create up to four orbs of light within range that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

\n

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MobileLights.webp"} +{"_id":"xXPplfLNPoXvhfjp","name":"Wire Line","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireLine.webp"} +{"_id":"xeBPmKsGTsXqEszc","name":"Greater Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. This power gives you a summary of significant lore about it. If the thing you named isn't known outside of one planetary system, you gain no information. The more information you already have, the more detailed the information you receive is.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterAnalyze.webp"} +{"_id":"xs0igvxRAzGwZqik","name":"Venomous Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp"} +{"_id":"xxrRddwkMSsJbPs0","name":"Kolto Infusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of kolto energy washes over the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["+70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoInfusion.webp"} {"_id":"yBnreezRaiZpukCB","name":"Detect Invisibility","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you see invisible creatures and objects as if they were visible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectInvisibility.webp"} -{"_id":"yMhKf3Nge4wkvMrB","name":"Greater Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp"} -{"_id":"zBQIDrnkr3L6URgG","name":"Gleaming Outline","permission":{"default":0},"type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GleamingOutline.webp"} -{"_id":"zXCnz8vBWC4fhvfw","name":"Paralyze Humanoid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp"} -{"_id":"zmMsZQr1lwEzLrFB","name":"Voltaic Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

A protective barrier surrounds you, manifesting as crackling lightning that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, both the temporary hit points and the lightning damage increase by 5 for each slot.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["+5","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VoltaicShielding.webp"} +{"_id":"yMhKf3Nge4wkvMrB","name":"Greater Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp"} +{"_id":"zBQIDrnkr3L6URgG","name":"Gleaming Outline","permission":{"default":0},"type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GleamingOutline.webp"} +{"_id":"zXCnz8vBWC4fhvfw","name":"Paralyze Humanoid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp"} +{"_id":"zmMsZQr1lwEzLrFB","name":"Voltaic Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

A protective barrier surrounds you, manifesting as crackling lightning that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, both the temporary hit points and the lightning damage increase by 5 for each slot.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["+5","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"5"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VoltaicShielding.webp"} From 9bbc9af285faef67dfe80444deaa5c5bbf972a61 Mon Sep 17 00:00:00 2001 From: TJ Date: Wed, 24 Mar 2021 19:55:33 -0500 Subject: [PATCH 08/83] Add species --- module/characterImporter.js | 109 ++++++++++++++++++++---------------- 1 file changed, 60 insertions(+), 49 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index e5af2c18..35b1ec35 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -1,52 +1,51 @@ export default class CharacterImporter { - // transform JSON from sw5e.com to Foundry friendly format // and insert new actor - static async transform(rawCharacter){ + static async transform(rawCharacter) { const sourceCharacter = JSON.parse(rawCharacter); //source character - + const details = { - species: sourceCharacter.attribs.find(e => e.name == "race").current, - background: sourceCharacter.attribs.find(e => e.name == "background").current, - alignment: sourceCharacter.attribs.find(e => e.name == "alignment").current - } - + species: sourceCharacter.attribs.find((e) => e.name == "race").current, + background: sourceCharacter.attribs.find((e) => e.name == "background").current, + alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current + }; + const hp = { - value: sourceCharacter.attribs.find(e => e.name == "hp").current, + value: sourceCharacter.attribs.find((e) => e.name == "hp").current, min: 0, - max: sourceCharacter.attribs.find(e => e.name == "hp").current, - temp: sourceCharacter.attribs.find(e => e.name == "hp_temp").current + max: sourceCharacter.attribs.find((e) => e.name == "hp").current, + temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current }; const ac = { - value: sourceCharacter.attribs.find(e => e.name == "ac").current + value: sourceCharacter.attribs.find((e) => e.name == "ac").current }; const abilities = { str: { - value: sourceCharacter.attribs.find(e => e.name == "strength").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'strength_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "strength").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0 }, dex: { - value: sourceCharacter.attribs.find(e => e.name == "dexterity").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'dexterity_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0 }, con: { - value: sourceCharacter.attribs.find(e => e.name == "constitution").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'constitution_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "constitution").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0 }, int: { - value: sourceCharacter.attribs.find(e => e.name == "intelligence").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'intelligence_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0 }, wis: { - value: sourceCharacter.attribs.find(e => e.name == "wisdom").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'wisdom_save_prof').current ? 1 : 0 + value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0 }, cha: { - value: sourceCharacter.attribs.find(e => e.name == "charisma").current, - proficient: sourceCharacter.attribs.find(e => e.name == 'charisma_save_prof').current ? 1 : 0 - }, + value: sourceCharacter.attribs.find((e) => e.name == "charisma").current, + proficient: sourceCharacter.attribs.find((e) => e.name == "charisma_save_prof").current ? 1 : 0 + } }; const targetCharacter = { @@ -64,58 +63,70 @@ export default class CharacterImporter { let actor = await Actor.create(targetCharacter); - const profession = sourceCharacter.attribs.find(e => e.name == "class").current; - let professionLevel = sourceCharacter.attribs.find(e => e.name == "class_display").current; - professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); //remove a-z, leaving only integers - CharacterImporter.addClasses(profession, professionLevel, actor); + const profession = sourceCharacter.attribs.find((e) => e.name == "class").current; + let professionLevel = sourceCharacter.attribs.find((e) => e.name == "class_display").current; + professionLevel = parseInt(professionLevel.replace(/[^0-9]/g, "")); //remove a-z, leaving only integers + this.addClasses(profession, professionLevel, actor); + + this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor); } - static async addClasses(profession, level, actor){ - let classes = await game.packs.get('sw5e.classes').getContent(); - let assignedClass = classes.find( c => c.name === profession ); + static async addClasses(profession, level, actor) { + let classes = await game.packs.get("sw5e.classes").getContent(); + let assignedClass = classes.find((c) => c.name === profession); assignedClass.data.data.levels = level; await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false }); } - static addImportButton(html){ + static async addSpecies(race, actor) { + let species = await game.packs.get("sw5e.species").getContent(); + let assignedSpecies = species.find((c) => c.name === race); + + await actor.createEmbeddedEntity("OwnedItem", assignedSpecies.data, { displaySheet: false }); + } + + static addImportButton(html) { const header = $("#actors").find("header.directory-header"); const search = $("#actors").children().find("div.header-search"); const newImportButtonDiv = $("#actors").children().find("div.header-actions").clone(); const newSearch = search.clone(); search.remove(); - newImportButtonDiv.attr('id', 'character-sheet-import'); + newImportButtonDiv.attr("id", "character-sheet-import"); header.append(newImportButtonDiv); newImportButtonDiv.children("button").remove(); - newImportButtonDiv.append(""); + newImportButtonDiv.append( + "" + ); newSearch.appendTo(header); let characterImportButton = $("#cs-import-button"); - characterImportButton.click(ev => { - let content = '

Saved Character JSON Import

' - + ' ' - + '
' - + ''; + characterImportButton.click((ev) => { + let content = + "

Saved Character JSON Import

" + + ' ' + + "
" + + ''; let importDialog = new Dialog({ title: "Import Character from SW5e.com", content: content, buttons: { - "Import": { + Import: { icon: '', label: "Import Character", callback: (e) => { - let characterData = $('#character-json').val(); - console.log('Parsing Character JSON'); + let characterData = $("#character-json").val(); + console.log("Parsing Character JSON"); CharacterImporter.transform(characterData); - } + } }, - "Cancel": { + Cancel: { icon: '', label: "Cancel", - callback: () => {}, + callback: () => {} } } - }) + }); importDialog.render(true); }); - } -} \ No newline at end of file + } +} From 08d62d1e85e74a120e41b37223f4b2a63e0a158b Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Thu, 25 Mar 2021 13:50:27 -0400 Subject: [PATCH 09/83] "My Dudes" Update: 3/25/2021 ^ Archetypes compendium to include Exhibition Specialist and associated artwork. ^ Classes compendium to include link to Exhibition Specialist 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b/packs/packs/archetypes.db @@ -62,6 +62,7 @@ {"_id":"cROcc25Zj1MT6Yf6","name":"Form I: Shii-Cho","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form I: Shii-Cho

\n

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

\n

Form Basics

\n

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

\n

The Way of the Sarlaac

\n

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

\n

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

\n

Channel the Force

\n

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

\n

Disarming Slash

\n

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

\n

Unpredictable Motion

\n

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

\n

Sarlaac Sweep

\n

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

\n

Master of Determination

\n

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

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

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

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

Bloodstorm Approach

\n

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

\n

Furious Throw

\n

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

\n

Returning Attacks

\n

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

\n

Throw Anything

\n

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

\n

Fling People

\n

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

\n

Throw Friend

\n

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

\n

Throw Foe

\n

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

\n

Raging Whirlwind

\n

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

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

Vonil/Ishu Form

\n

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

\n

Bonus Proficiencies

\n

You gain proficiency in your choice of Intimidation or Persuasion.

\n

Form Basics

\n

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

\n

Humanoid Companion

\n

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

\n

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

\n

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

\n

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

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

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

\n

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

\n

The Way of the Hydra

\n

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

\n

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

\n

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

\n

Channel the Force

\n

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

\n

Smite

\n

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

\n

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

\n

Shield

\n

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

\n

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

\n

Teamwork

\n

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

\n

Takedown

\n

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

\n

Rebuttal

\n

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

\n

Master of Unity

\n

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

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

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

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

Exhibition Specialist

\n

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

\n

Bonus Proficiencies

\n

Exhibition Specialist: 3rd level

\n

You gain proficiency in one Charisma skill of your choice.

\n

In the Spotlight

\n

Exhibition Specialist: 3rd level

\n

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

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

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

\n

Glory Kill

\n

Exhibition Specialist: 7th level

\n

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

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

Glorious Defense

\n

Exhibition Specialist: 15th level

\n

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

\n

The Beauty of Violence

\n

Exhibition Specialist: 18th level

\n

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

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

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

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

Enhancement Specialist

\n

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

\n

Studied Shooter

\n

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

\n

Special Ammunition

\n

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

\n

Ammunition Enhancements

\n

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

\n

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

\n

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

\n

Amplified Shots

\n

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

\n

Saving Throws

\n

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

\n

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

\n

Ammunition Enhancements

\n

The ammunition enhancements are presented in alphabetical order.

\n

Carbonite Shot

\n

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

\n

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

\n

Coercing Shot

\n

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

\n

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

\n

Explosive Shot

\n

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

\n

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

\n

Hallucinogen Shot

\n

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

\n

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

\n

Piercing Shot

\n

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

\n

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

\n

Quell Shot

\n

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

\n

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

\n

Seeking Shot

\n

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

\n

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

\n

Enhanced Shot

\n

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

\n

Redirected Shot

\n

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

\n

Ever-Ready Shot

\n

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

\n

Ammunition Upgrades

\n

At 18th level, your ammunition enhancements improve.

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

Way of Lightning

\n

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

\n

Shocking Affinity

\n

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

\n

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

\n

Potent Lightning

\n

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

\n

Blistering Rebuke

\n

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

\n

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

\n

Electric Attunement

\n

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

\n

Unlimited Power

\n

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

\n

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

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

Aing-Tii Order

\n

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

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

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

Flow-Walking

\n

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

\n

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

\n

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

\n

Prismatic Step

\n

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

\n

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

\n

Iridescent Strikes

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Aing-Tii%20Order.webp","effects":[]} diff --git a/packs/packs/classes.db b/packs/packs/classes.db index 6ff5aa35..7db90102 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -6,5 +6,5 @@ {"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"guardian","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Guardian
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelFocused Strikes
1st+2Forcecasting, Channel the Force521st-
2nd+2Force-Empowered Strikes, Fighting Style741st2d8
3rd+2Guardian Aura, Guardian Focus961st2d8
4th+2Ability Score Improvement1081st2d8
5th+3Extra Attack12102nd3d8
6th+3Force Purity13122nd3d8
7th+3Focus feature14142nd3d8
8th+3Ability Score Improvement15162nd3d8
9th+4Guardian Aura (15-foot radius)17183rd4d8
10th+4Guardian Aura (two auras)18203rd4d8
11th+4Improved Force-Empowered Strikes19223rd4d8
12th+4Ability Score Improvement20243rd4d8
13th+5-22264th5d8
14th+5Cleansing Touch23284th5d8
15th+5Focus feature24304th5d8
16th+5Ability Score Improvement25324th5d8
17th+6Guardian Aura (30-foot radius)27345th6d8
18th+6Guardian Aura (three auras)28365th6d8
19th+6Ability Score Improvement29385th6d8
20th+6Focus feature30405th6d8
\n
\n
\n

Class Features

\n

As a Guardian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Guardian level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a lightweapon or vibroweapon and a light or medium physical shield or (b) two lightweapons or vibroweapons
  • \n
  • (a) combat suit and a light physical shield or (b) mesh armor
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian8d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

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

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Guardian Aura

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.

\n

Guardian Focus

\n

Also at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

Aura of Hatred

\n

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

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
"},"className":{"value":"Guardian"},"atFlavorText":{"value":"

Guardian Foci

\n

Different guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.

\n

@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}

\n

@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}

\n

@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}

\n

@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}

\n

@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}

\n

@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}

\n

@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}

\n

@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}

\n

@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}

\n

@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}

\n

@Compendium[sw5e.archetypes.d8bJ4P3egKuTw5Ao]{Vonil/Ishu Form}

\n

@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]} {"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.

","chat":"","unidentified":""},"levelsTable":{"value":"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"engineer","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

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

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

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

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech Engineering}

\n

@Compendium[sw5e.archetypes.twfIPWNHeTNnY0PH]{Construction Engineering}

\n

@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}

\n

@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}

\n

@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Engineer.webp","effects":[]} {"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.

\n

Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.

\n

A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.

\n

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

\n

The Pursuit of Knowledge

\n

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.

\n

To Learn, To Know

\n

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.

\n

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

\n

Quick Build

\n

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the @Compendium[sw5e.backgrounds.aiBPuaLODR08hveu]{Noble} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Scholar
LevelProficiency BonusFeaturesAcademic SuperioritySuperiority DiceManeuvers KnownDiscoveries
1st+2Academic Superiority, Critical Analysisd422-
2nd+2Discovery, Sage Advice (long rest)d4222
3rd+2Expertise, Academic Pursuitd4444
4th+2Ability Score Improvementd4444
5th+3Multitaskerd6445
6th+3Pursuit featured6445
7th+3-d6665
8th+3Ability Score Improvementd6665
9th+4Pursuit featured8666
10th+4Expertised8666
11th+4-d8887
12th+4Ability Score Improvementd8887
13th+5Sage Advice (short rest)d10888
14th+5Calm and Collectedd10888
15th+5-d1010108
16th+5Ability Score Improvementd1010108
17th+6Pursuit featured1210109
18th+6Adaptable Intellectuald1210109
19th+6Ability Score Improvementd1210109
20th+6Knowledge Unboundd1210109
\n
\n
\n

Class Features

\n

As a Scholar, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Scholar level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) scholar’s pack or (b) explorer’s pack
  • \n
  • a combat suit
  • \n
  • any tool of your choice
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scholar6d4 x 100 cr
\n

Academic Superiority

\n

Beginning at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

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

\n

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

\n

Superiority Dice

\n

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

\n

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

\n

Saving Throws

\n

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

\n

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

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Administer Aid

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

Assess the Situation

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

Crippling Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s speed is reduced by 10 feet until the end of their next turn.

\n

Deliberate Movement

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

Exploit Weakness

\n

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

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Heads Up

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Measured Action

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

One Step Ahead

\n

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

\n

Targeted Strike

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

Critical Analysis

\n

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n
    \n
  • When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.
  • \n
  • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
\n

Discovery

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

Sage Advice

\n

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you've used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

Expertise

\n

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Academic Pursuit

\n

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Multitasker

\n

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

Calm and Collected

\n

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you have used this feature, you must wait until a short or long rest before using it again.

\n

Adaptable Intellectual

\n

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

\n

Knowledge Unbound

\n

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

\n

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

\n

Discoveries

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

\n

Academic Memory

\n

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

\n

Adaptive

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n

Ambassador

\n

You learn three additional languages of your choice.

\n

You my choose this discovery multiple times.

\n

Clever Applications

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n

Mental Prowess

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n

Hardened Mind

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n

Lifelong Learning

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Lingering Advice

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n

Master’s Advice

\n

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

\n

Perfect Maneuver

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n

Quick Analysis

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n

Reliable Sources

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Resolute

\n

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

\n

Running on Fumes

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Survival Expert

\n

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

\n

Additionally, you have advantage on saving throws against poison.

\n

Targeted Analysis

\n

Prerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.

\n

Tech Amateur

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

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

\n

Universal Language

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

"},"className":{"value":"Scholar"},"atFlavorText":{"value":"

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge. Your pursuit grants you features at 3rd, 6th, 9th, and 17th level.

\n

@Compendium[sw5e.archetypes.HOGXsFNkpWruE1Wd]{Archaeologist Pursuit}

\n

@Compendium[sw5e.archetypes.jTIquPrCJE4cdUTt]{Chef Pursuit}

\n

@Compendium[sw5e.archetypes.PI1B9vYofzCXU9so]{Doctor Pursuit}

\n

@Compendium[sw5e.archetypes.rhte8G7Duf9dtKLV]{Explorer Pursuit}

\n

@Compendium[sw5e.archetypes.lGoI3XalF3gv8el4]{Gambler Pursuit}

\n

@Compendium[sw5e.archetypes.nP8lpZPBh0HGKUJR]{Geneticist Pursuit}

\n

@Compendium[sw5e.archetypes.UZCwqqLLp7IBjqku]{Politician Pursuit}

\n

@Compendium[sw5e.archetypes.ovm5WJyAM317IC4K]{Slicer Pursuit}

\n

@Compendium[sw5e.archetypes.OZ0ln6ZxQgdEUxoy]{Tactician Pursuit}

\n

@Compendium[sw5e.archetypes.c89hsFFZG4WGlYcV]{Zoologist Pursuit}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Abilities Wisdom Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scholar.webp","effects":[]} -{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster rifle, and two power cells
  • \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter8d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

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

\n

Action Surge

\n

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

\n

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

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

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

\n

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

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

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

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

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

\n

Disarming Attack

\n

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

\n

Distracting Strike

\n

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

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

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

\n

Maneuvering Attack

\n

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

\n

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

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

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

\n

Precision Attack

\n

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

\n

Pushing Attack

\n

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

\n

Rally

\n

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

\n

Riposte

\n

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

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

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

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

\n

@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}

\n

@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}

\n

@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}

\n

@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}

\n

@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}

\n

@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}

\n

@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}

\n

@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}

\n

@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}

\n

@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}

\n

@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Fighter%20Alt.webp","effects":[]} +{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster rifle, and two power cells
  • \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter8d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

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

\n

Action Surge

\n

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

\n

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

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

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

\n

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

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

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

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

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

\n

Disarming Attack

\n

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

\n

Distracting Strike

\n

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

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

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

\n

Maneuvering Attack

\n

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

\n

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

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

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

\n

Precision Attack

\n

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

\n

Pushing Attack

\n

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

\n

Rally

\n

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

\n

Riposte

\n

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

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

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

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

\n

@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}

\n

@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}

\n

@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}

\n

@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}

\n

@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}

\n

@Compendium[sw5e.archetypes.dLJ1gAt5hi0COlMu]{Exhibition Specialist}

\n

@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}

\n

@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}

\n

@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}

\n

@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}

\n

@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}

\n

@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Fighter%20Alt.webp","effects":[]} {"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Her vibrostaff a blur as they deflect an incoming hail of blaster bolts, a human springs over a barricade and throws herself into the massed ranks of pirates on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

\n

Taking a deep breath, a zabrak covered in tattoos settles into a battle stance. As the first charging mercenaries reach him, he exhales and a blast of negative energy courses from his hands, engulfing his foes.

\n

Moving with the silence of the night, a black-clad mirialan steps into a shadow beneath an arch and nimbly climbs to the balcony a stone’s throw above her. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the warlord, so vulnerable in the grip of sleep.

\n

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

\n

The Power of Focus

\n

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy—specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.

\n

Training and Asceticism

\n

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.

\n

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.

\n

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.

\n

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.

\n

Quick Build

\n

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the @Compendium[sw5e.backgrounds.db.uIAswoyitMSQjwU6]{Agent} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Monk
LevelProficiency BonusFeaturesMartial ArtsFocus PointsMonastic VowsUnarmored Movement
1st+2Martial Arts, Unarmored Defensed4---
2nd+2Focus, Monastic Vowsd422-
3rd+2Unarmored Movement, Deflect Missiles, Monastic Orderd432+10 ft.
4th+2Ability Score Improvement, Slow Falld442+10 ft.
5th+3Extra Attack, Stunning Striked652+15 ft.
6th+3Enhanced Strikes, Monastic Order featured662+15 ft.
7th+3Evasion, Stillness of Mindd673+15 ft.
8th+3Ability Score Improvementd683+15 ft.
9th+4Unarmored Movement Improvementd893+20 ft.
10th+4Ability Score Improvementd8103+20 ft.
11th+4Monastic Order featured8113+20 ft.
12th+4Ability Score Improvementd8123+20 ft.
13th+5Purity of Bodyd10134+25 ft.
14th+5Diamond Sould10144+25 ft.
15th+5Timeless Vesseld10154+25 ft.
16th+5Ability Score Improvementd10164+25 ft.
17th+6Monastic Order featured12175+30 ft.
18th+6Empty Bodyd12185+30 ft.
19th+6Ability Score Improvementd12195+30 ft.
20th+6Perfect Selfd12205+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a chakram, (b) a techblade, (c) a simple vibroweapon, or (d) a simple blaster and a power cell
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 vibrodarts
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk4d4 x 100 cr
\n

 

\n

Martial Arts

\n

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n
    \n
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
  • \n
  • You can take the Dash and Disengage actions as a bonus action.
  • \n
\n
\n

Variant: Monks with Lightweapons
If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
\n

Unarmored Defense

\n

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n

Patient Defense

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n

Step of the Wind

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n

Monastic Vows

\n

Also at 2nd level, you’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

Unarmored Movement

\n

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Deflect Missiles

\n

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

\n

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

\n

Monastic Order

\n

Lastly at 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Enhanced Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Vessel

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

\n

Monastic Vows

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n

Vow of Deflection

\n

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

\n

Vow of the Devoted

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

\n

Vow of Fate

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Vow of the Fighter

\n

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

\n

Vow of Fortitude

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n

Vow of Freedom

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Vow of Intuition

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

Vow of the Limber

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n

Vow of Mettle

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Mortal

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Nemesis

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn't restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n

Vow of the Open Mind

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

Vow of Precision

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n

Vow of Requital

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n

Vow of Restoration

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

Vow of the Sentry

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

Vow of Serenity

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

Vow of the Shrewd

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of Spirit

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

Vow of the Versatile

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a melee weapon attack with a monk weapon you are wielding.

"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Orders of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

\n

@Compendium[sw5e.archetypes.f6laKRexQAH7Oa3b]{Aing-Tii Order}

\n

@Compendium[sw5e.archetypes.5ZfztAWnxh7mqTL7]{Crimson Order}

\n

@Compendium[sw5e.archetypes.0s8yk4E0Kneqe4zt]{Echani Order}

\n

@Compendium[sw5e.archetypes.PoyYtrej7B5BZRRG]{Jal Shey Order}

\n

@Compendium[sw5e.archetypes.MorU2Jy5yx77N9QO]{Kage Order}

\n

@Compendium[sw5e.archetypes.8UxY6Q7jXLR9tedX]{Kro Var Order}

\n

@Compendium[sw5e.archetypes.Vtk1Pw4AILqZk27u]{Kyuzo Order}

\n

@Compendium[sw5e.archetypes.taNiZralaSUdH6a2]{Matukai Order}

\n

@Compendium[sw5e.archetypes.igjYYoVyL95UNC0c]{Nightsister Order}

\n

@Compendium[sw5e.archetypes.OPVska67MO0Zauct]{Trickster Order}

\n

@Compendium[sw5e.archetypes.gbP89R34SpttnfPb]{Whills Order}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Monk.webp","effects":[]} From b0570263288b4434d220e13abdcdbb1f63d977ee Mon Sep 17 00:00:00 2001 From: TJ Date: Sat, 27 Mar 2021 14:45:05 -0500 Subject: [PATCH 10/83] Remove built in species bonuses --- module/characterImporter.js | 45 ++++++++++++++++++++++++++++++++----- 1 file changed, 40 insertions(+), 5 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index 35b1ec35..5dc58b2d 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -79,13 +79,48 @@ export default class CharacterImporter { } static async addSpecies(race, actor) { - let species = await game.packs.get("sw5e.species").getContent(); - let assignedSpecies = species.find((c) => c.name === race); + const species = await game.packs.get("sw5e.species").getContent(); + const assignedSpecies = species.find((c) => c.name === race); + const activeEffects = assignedSpecies.data.effects[0].changes; + const actorData = { data: { ...actor.data.abilities } }; + + activeEffects.map((effect) => { + switch (effect.key) { + case "data.abilities.str.value": + actorData.data.abilities.str.value -= effect.value; + break; + + case "data.abilities.dex.value": + actorData.data.abilities.dex.value -= effect.value; + break; + + case "data.abilities.con.value": + actorData.data.abilities.con.value -= effect.value; + break; + + case "data.abilities.int.value": + actorData.data.abilities.int.value -= effect.value; + break; + + case "data.abilities.wis.value": + actorData.data.abilities.wis.value -= effect.value; + break; + + case "data.abilities.cha.value": + actorData.data.abilities.cha.value -= effect.value; + break; + + default: + break; + } + }); + + actor.update(actorData); await actor.createEmbeddedEntity("OwnedItem", assignedSpecies.data, { displaySheet: false }); } - static addImportButton(html) { + static addImportButton() { const header = $("#actors").find("header.directory-header"); const search = $("#actors").children().find("div.header-search"); const newImportButtonDiv = $("#actors").children().find("div.header-actions").clone(); @@ -100,7 +135,7 @@ export default class CharacterImporter { newSearch.appendTo(header); let characterImportButton = $("#cs-import-button"); - characterImportButton.click((ev) => { + characterImportButton.click(() => { let content = "

Saved Character JSON Import

" + ' ' + @@ -113,7 +148,7 @@ export default class CharacterImporter { Import: { icon: '', label: "Import Character", - callback: (e) => { + callback: () => { let characterData = $("#character-json").val(); console.log("Parsing Character JSON"); CharacterImporter.transform(characterData); From 5477f9371d2546eb185a6004fcc0f807fc5f234d Mon Sep 17 00:00:00 2001 From: TJ Date: Sat, 27 Mar 2021 15:23:27 -0500 Subject: [PATCH 11/83] Add force powers --- module/characterImporter.js | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) diff --git a/module/characterImporter.js b/module/characterImporter.js index 5dc58b2d..0f5dadfa 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -69,6 +69,11 @@ export default class CharacterImporter { this.addClasses(profession, professionLevel, actor); this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor); + + this.addForcePowers( + sourceCharacter.attribs.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1).map((e) => e.current), + actor + ); } static async addClasses(profession, level, actor) { @@ -120,6 +125,18 @@ export default class CharacterImporter { await actor.createEmbeddedEntity("OwnedItem", assignedSpecies.data, { displaySheet: false }); } + static async addForcePowers(powers, actor) { + const forcePowers = await game.packs.get("sw5e.forcepowers").getContent(); + + for (const power of powers) { + const selectedPower = forcePowers.find((c) => c.name === power); + + if (selectedPower) { + await actor.createEmbeddedEntity("OwnedItem", selectedPower.data, { displaySheet: false }); + } + } + } + static addImportButton() { const header = $("#actors").find("header.directory-header"); const search = $("#actors").children().find("div.header-search"); From 16d01207a7393c6c5cba3c325eab9824fd67f926 Mon Sep 17 00:00:00 2001 From: TJ Date: Sat, 27 Mar 2021 15:38:37 -0500 Subject: [PATCH 12/83] Added tech powers --- module/characterImporter.js | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index 0f5dadfa..7bfb4bb9 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -70,7 +70,7 @@ export default class CharacterImporter { this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor); - this.addForcePowers( + this.addPowers( sourceCharacter.attribs.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1).map((e) => e.current), actor ); @@ -125,14 +125,18 @@ export default class CharacterImporter { await actor.createEmbeddedEntity("OwnedItem", assignedSpecies.data, { displaySheet: false }); } - static async addForcePowers(powers, actor) { + static async addPowers(powers, actor) { const forcePowers = await game.packs.get("sw5e.forcepowers").getContent(); + const techPowers = await game.packs.get("sw5e.techpowers").getContent(); for (const power of powers) { - const selectedPower = forcePowers.find((c) => c.name === power); + const forcePower = forcePowers.find((c) => c.name === power); + const techPower = techPowers.find((c) => c.name === power); - if (selectedPower) { - await actor.createEmbeddedEntity("OwnedItem", selectedPower.data, { displaySheet: false }); + if (forcePower) { + await actor.createEmbeddedEntity("OwnedItem", forcePower.data, { displaySheet: false }); + } else if (techPower) { + await actor.createEmbeddedEntity("OwnedItem", techPower.data, { displaySheet: false }); } } } From bd94d75086d591c0648de87adde5133d9f63de71 Mon Sep 17 00:00:00 2001 From: TJ Date: Sat, 27 Mar 2021 16:14:50 -0500 Subject: [PATCH 13/83] Add weapons and armors --- module/characterImporter.js | 23 +++++++++++++++++++++++ 1 file changed, 23 insertions(+) diff --git a/module/characterImporter.js b/module/characterImporter.js index 7bfb4bb9..e89f3b62 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -74,6 +74,13 @@ export default class CharacterImporter { sourceCharacter.attribs.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1).map((e) => e.current), actor ); + + this.addItems( + sourceCharacter.attribs + .filter((e) => e.name.search(/repeating_inventory.+_itemname/g) != -1) + .map((e) => e.current), + actor + ); } static async addClasses(profession, level, actor) { @@ -141,6 +148,22 @@ export default class CharacterImporter { } } + static async addItems(items, actor) { + const weapons = await game.packs.get("sw5e.weapons").getContent(); + const armors = await game.packs.get("sw5e.armor").getContent(); + + for (const item of items) { + const weapon = weapons.find((c) => c.name === item); + const armor = armors.find((c) => c.name === item); + + if (weapon) { + await actor.createEmbeddedEntity("OwnedItem", weapon.data, { displaySheet: false }); + } else if (armor) { + await actor.createEmbeddedEntity("OwnedItem", armor.data, { displaySheet: false }); + } + } + } + static addImportButton() { const header = $("#actors").find("header.directory-header"); const search = $("#actors").children().find("div.header-search"); From 9d6fabe8c2dd042af9ce38e9279a1a83520bdf43 Mon Sep 17 00:00:00 2001 From: TJ Date: Sat, 27 Mar 2021 21:48:58 -0500 Subject: [PATCH 14/83] Add adventuring gear --- module/characterImporter.js | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index e89f3b62..b3d4ce85 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -17,10 +17,6 @@ export default class CharacterImporter { temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current }; - const ac = { - value: sourceCharacter.attribs.find((e) => e.name == "ac").current - }; - const abilities = { str: { value: sourceCharacter.attribs.find((e) => e.name == "strength").current, @@ -55,7 +51,6 @@ export default class CharacterImporter { abilities: abilities, details: details, attributes: { - ac: ac, hp: hp } } @@ -151,15 +146,19 @@ export default class CharacterImporter { static async addItems(items, actor) { const weapons = await game.packs.get("sw5e.weapons").getContent(); const armors = await game.packs.get("sw5e.armor").getContent(); + const adventuringGears = await game.packs.get("sw5e.adventuringgear").getContent(); for (const item of items) { - const weapon = weapons.find((c) => c.name === item); - const armor = armors.find((c) => c.name === item); + const weapon = weapons.find((c) => c.name.toLowerCase() === item.toLowerCase()); + const armor = armors.find((c) => c.name.toLowerCase() === item.toLowerCase()); + const gear = adventuringGears.find((c) => c.name.toLowerCase() === item.toLowerCase()); if (weapon) { await actor.createEmbeddedEntity("OwnedItem", weapon.data, { displaySheet: false }); } else if (armor) { await actor.createEmbeddedEntity("OwnedItem", armor.data, { displaySheet: false }); + } else if (gear) { + await actor.createEmbeddedEntity("OwnedItem", gear.data, { displaySheet: false }); } } } From 4b1b3bbeed2be5c4760fdc0cac31766f6eeb791f Mon Sep 17 00:00:00 2001 From: TJ Date: Sat, 27 Mar 2021 22:14:57 -0500 Subject: [PATCH 15/83] Fix for species data --- module/characterImporter.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index b3d4ce85..e0383bd8 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -89,7 +89,7 @@ export default class CharacterImporter { const species = await game.packs.get("sw5e.species").getContent(); const assignedSpecies = species.find((c) => c.name === race); const activeEffects = assignedSpecies.data.effects[0].changes; - const actorData = { data: { ...actor.data.abilities } }; + const actorData = { data: { abilities: { ...actor.data.data.abilities } } }; activeEffects.map((effect) => { switch (effect.key) { From e942a9b80346cee24a26b28054b0a56aea807dca Mon Sep 17 00:00:00 2001 From: TJ Date: Sat, 27 Mar 2021 23:00:57 -0500 Subject: [PATCH 16/83] Added item quantity handling --- module/characterImporter.js | 47 ++++++++++++++++++++----------------- 1 file changed, 26 insertions(+), 21 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index e0383bd8..9ef7f85d 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -70,12 +70,19 @@ export default class CharacterImporter { actor ); - this.addItems( - sourceCharacter.attribs - .filter((e) => e.name.search(/repeating_inventory.+_itemname/g) != -1) - .map((e) => e.current), - actor + const discoveredItems = sourceCharacter.attribs.filter( + (e) => e.name.search(/repeating_inventory.+_itemname/g) != -1 ); + const items = discoveredItems.map((item) => { + const id = item.name.match(/-\w{19}/g); + + return { + name: item.current, + quantity: sourceCharacter.attribs.find((e) => e.name === `repeating_inventory_${id}_itemcount`).current + }; + }); + + this.addItems(items, actor); } static async addClasses(profession, level, actor) { @@ -132,13 +139,10 @@ export default class CharacterImporter { const techPowers = await game.packs.get("sw5e.techpowers").getContent(); for (const power of powers) { - const forcePower = forcePowers.find((c) => c.name === power); - const techPower = techPowers.find((c) => c.name === power); + const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power); - if (forcePower) { - await actor.createEmbeddedEntity("OwnedItem", forcePower.data, { displaySheet: false }); - } else if (techPower) { - await actor.createEmbeddedEntity("OwnedItem", techPower.data, { displaySheet: false }); + if (createdPower) { + await actor.createEmbeddedEntity("OwnedItem", createdPower.data, { displaySheet: false }); } } } @@ -146,19 +150,20 @@ export default class CharacterImporter { static async addItems(items, actor) { const weapons = await game.packs.get("sw5e.weapons").getContent(); const armors = await game.packs.get("sw5e.armor").getContent(); - const adventuringGears = await game.packs.get("sw5e.adventuringgear").getContent(); + const adventuringGear = await game.packs.get("sw5e.adventuringgear").getContent(); for (const item of items) { - const weapon = weapons.find((c) => c.name.toLowerCase() === item.toLowerCase()); - const armor = armors.find((c) => c.name.toLowerCase() === item.toLowerCase()); - const gear = adventuringGears.find((c) => c.name.toLowerCase() === item.toLowerCase()); + const createdItem = + weapons.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) || + armors.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) || + adventuringGear.find((c) => c.name.toLowerCase() === item.name.toLowerCase()); - if (weapon) { - await actor.createEmbeddedEntity("OwnedItem", weapon.data, { displaySheet: false }); - } else if (armor) { - await actor.createEmbeddedEntity("OwnedItem", armor.data, { displaySheet: false }); - } else if (gear) { - await actor.createEmbeddedEntity("OwnedItem", gear.data, { displaySheet: false }); + if (createdItem) { + if (item.quantity != 1) { + createdItem.data.data.quantity = item.quantity; + } + + await actor.createEmbeddedEntity("OwnedItem", createdItem.data, { displaySheet: false }); } } } From e25140b529bfe9ade0bb472e888991b2b6fddb0b Mon Sep 17 00:00:00 2001 From: TJ Date: Sat, 27 Mar 2021 23:17:31 -0500 Subject: [PATCH 17/83] Add skill proficiencies --- module/characterImporter.js | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) diff --git a/module/characterImporter.js b/module/characterImporter.js index 9ef7f85d..c02b302b 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -44,12 +44,34 @@ export default class CharacterImporter { } }; + const skills = { + acr: { value: sourceCharacter.attribs.find((e) => e.name == "acrobatics_type").current }, + ani: { value: sourceCharacter.attribs.find((e) => e.name == "animal_handling_type").current }, + ath: { value: sourceCharacter.attribs.find((e) => e.name == "athletics_type").current }, + dec: { value: sourceCharacter.attribs.find((e) => e.name == "deception_type").current }, + ins: { value: sourceCharacter.attribs.find((e) => e.name == "insight_type").current }, + inv: { value: sourceCharacter.attribs.find((e) => e.name == "investigation_type").current }, + itm: { value: sourceCharacter.attribs.find((e) => e.name == "intimidation_type").current }, + lor: { value: sourceCharacter.attribs.find((e) => e.name == "lore_type").current }, + med: { value: sourceCharacter.attribs.find((e) => e.name == "medicine_type").current }, + nat: { value: sourceCharacter.attribs.find((e) => e.name == "nature_type").current }, + per: { value: sourceCharacter.attribs.find((e) => e.name == "persuasion_type").current }, + pil: { value: sourceCharacter.attribs.find((e) => e.name == "piloting_type").current }, + prc: { value: sourceCharacter.attribs.find((e) => e.name == "perception_type").current }, + prf: { value: sourceCharacter.attribs.find((e) => e.name == "performance_type").current }, + slt: { value: sourceCharacter.attribs.find((e) => e.name == "sleight_of_hand_type").current }, + ste: { value: sourceCharacter.attribs.find((e) => e.name == "stealth_type").current }, + sur: { value: sourceCharacter.attribs.find((e) => e.name == "survival_type").current }, + tec: { value: sourceCharacter.attribs.find((e) => e.name == "technology_type").current } + }; + const targetCharacter = { name: sourceCharacter.name, type: "character", data: { abilities: abilities, details: details, + skills: skills, attributes: { hp: hp } From 0558cdec49fefe61e25058c9d58cdfc0a78ced76 Mon Sep 17 00:00:00 2001 From: Michael Burgess Date: Mon, 29 Mar 2021 15:05:49 -0400 Subject: [PATCH 18/83] Update classfeatures.db Added Fighter - Exhibitionist class features, updated Scout class features with icons, added scout routines updated Sentinel class features with icons, added force-empowered options, added ideals. --- packs/packs/classfeatures.db | 46 ++++++++++++++++++++++++++++++++++++ 1 file changed, 46 insertions(+) diff --git a/packs/packs/classfeatures.db b/packs/packs/classfeatures.db index a73d29cc..f4ca46ab 100644 --- a/packs/packs/classfeatures.db +++ b/packs/packs/classfeatures.db @@ -899,3 +899,49 @@ {"_id":"zxw8tBx6Z30RKyLr","name":"Rampage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"zzbwoqUNCb6U0lRK","name":"Unarmored Movement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 3rd and 9th level

\n

Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelUnarmored Movement
1st-
2nd-
3rd+10 ft.
4th+10 ft.
5th+15 ft.
6th+15 ft.
7th+15 ft.
8th+15 ft.
9th+20 ft.
10th+20 ft.
11th+20 ft.
12th+20 ft.
13th+25 ft.
14th+25 ft.
15th+25 ft.
16th+25 ft.
17th+30 ft.
18th+30 ft.
19th+30 ft.
20th+30 ft.
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vumU4CBYhXcV5ZZH","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.movement.walk","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Movement","tint":"","transfer":true}]} {"_id":"zztRtikqjZ4bFjV0","name":"Invasive Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, your spirit can invade another creature’s being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Bonus Proficiencies (Fighter: Exhibition)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 3rd level

\n

You gain proficiency in one Charisma skill of your choice.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[],"_id":"gUQdFHqjnOS3fzha"} +{"name":"In the Spotlight","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 3rd level

\n

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

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

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Bonus.webp","effects":[],"_id":"EPhvB41gDEI8Yww4"} +{"name":"Glory Kill","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 7th level

\n

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

\n
    \n
  • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • \n
  • The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[],"_id":"fpXGa9GzfcAfUs61"} +{"name":"Glorious Defense","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 15th level

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Reaction.webp","effects":[],"_id":"YUyOhgOreVbOsOKS"} +{"name":"The Beauty of Violence","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Exhibition Specialist: 18th level

\n

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

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

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[],"_id":"2Pb9OITYFWjfh68F"} +{"_id":"pW0ObQnHARhqg4V0","name":"Scout Routine","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level, you’ve developed one routine, as detailed below. You develop an additional routine at 7th and 15th level.

\n
\n

SCOUT ROUTINES

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

ADAPTABILITY ROUTINE

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

MAVEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

MESMER’S ROUTINE

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

NOMAD’S ROUTINE

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

RESPONDER’S ROUTINE

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

SHARPSHOOTER’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

STRIDER’S ROUTINE

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

WARDEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"$$deleted":true,"_id":"pW0ObQnHARhqg4V0"} +{"$$deleted":true,"_id":"QwDExZ4sYBdx4d4o"} +{"_id":"nov1Wc7APmyVdzJ4","name":"Combat Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 14th level

\n

When you use your action to cast a tech power, you can make one weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"FzjcJryoe9J0CEkq","name":"Commando","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 10th level

\n

You can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Finally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Scout 10"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Bonus.webp","effects":[]} +{"_id":"IB1sPazhmp63mLHF","name":"Expertise (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 6th and 14th level

\n

Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"vzwNHMqfV57Lr252","name":"Fighting Style (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 2nd level

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"mNXuHAozg3qRMjRW","name":"Foe Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 20th level

\n

You become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 20"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"M6DPXcwX644UAsW3","name":"Pathfinder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 1st level

\n

You are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn’t slow your group, provided they can see and hear you.
  • \n
  • You can’t become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food.
  • \n
  • You have advantage on Survival checks.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"hWwTW7oKFDE41JWj","name":"Ranger's Quarry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 1st, 5th, 9th, and 17th level

\n

You learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n
    \n
  • Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
  • \n
\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Scout 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"name":"Scout Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Scout: 3rd, 7th, 9th, 15th, and 17th level

\n

You’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet

\n

SCOUT ROUTINES

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n
\n
\n

ADAPTABILITY ROUTINE

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MAVEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MESMER’S ROUTINE

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

NOMAD’S ROUTINE

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

RESPONDER’S ROUTINE

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n
\n

SHARPSHOOTER’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n
\n

STRIDER’S ROUTINE

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

WARDEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"YfL8MY3JOPJ1Gf1O"} +{"_id":"x1TSm5F0CtGuX7u4","name":"Supreme Awareness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 18th level

\n

You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 18"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"F4I387qfbiqbeaOO","name":"Techcasting (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scout: 2nd level

\n

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

\n

TECH POWERS KNOWN

\n

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

\n

TECH POINTS

\n

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

\n

MAX POWER LEVEL

\n

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

\n

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

\n

TECHCASTING ABILITY

\n

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

\n
\n

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

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"OPmnvVAKt8P3mRzr","name":"Forcecasting (Sentinel)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 1st level

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

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

\n

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

\n

FORCECASTING ABILITY

\n

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

\n
\n

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

\n
\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"pnIrrDmqB5GosVJC","name":"Led by the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 1st level

\n

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"9qOSAGjZr229QFAN","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"flags.sw5e.jackOfAllTrades","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Led by the Force","tint":"","transfer":true}]} +{"_id":"2jowNrxwqUrXnIlu","name":"Force-Empowered Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 2nd level

\n

Your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n
\n
\n

DEFLECTION

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n
\n

DOUBLE STRIKE

\n

You can roll a Kinetic Combat die and deal additional damage of the same type equal to the amount rolled.

\n
\n

SLOW TIME

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 2nd, 6th, 9th, 11th, and 17th level

\n

You adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level.

\n

You can manifest your ideals a combined total of twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n
\n

SENTINEL IDEALS

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n
\n
\n

IDEAL OF THE AGILE

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

IDEAL OF THE ARTISAN

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n
\n

IDEAL OF THE CONTENDER

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n

IDEAL OF THE FIGHTER

\n

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

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

IDEAL OF THE HUNTER

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

IDEAL OF THE STEADFAST

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n
\n

IDEAL OF THE TITAN

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

IDEAL OF THE TRANQUIL

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

IDEAL OF THE VIGOROUS

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"6Sr3sIGSmzAIr5mW","name":"Battle Readiness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 10th level

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"bfI8uiDYajYnDMXR","name":"Enlightened Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 15th level

\n

When you are subjected to an effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says it succeeds or fails.

\n
\n

If the GM uses save roll automation they may wish to tweak the rules for this feature.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.cha.mod,@abilities.wis.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"YQbpwkUPMTaSkhNq","name":"Center of the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 20th level

\n

You are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n
\n

By default Dex and Wis are boosted when this feature is on a sheet, edit the effects before placing it on a sheet if the character would choose Cha instead of Wis

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 20"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"SxmhOmW1389OiJoa","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Center of the Force","tint":"","transfer":true}]} +{"name":"Adaptability Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"J6UpfNTBnEhlB6Wv"} +{"name":"Maven's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"I5iPvBjc9laxZDt3"} +{"name":"Mesmer's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"7loKWWYNYlKyD1Ob"} +{"name":"Nomad's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"oEk2b1QqJcQ1IuFe"} +{"name":"Responder's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"GYtqJYgsY4nKIQdE"} +{"name":"Sharpshooter's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"t9484zVzydcwhOwN"} +{"name":"Strider's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"ZBBQHebdqGb2LZ6g"} +{"name":"Warden's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"uH22SkE5h83Rjg2N"} +{"name":"Double Strike (Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n
\n

After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type to mirror their weapon's and also set the Resource Consumption to [attributes.force.points.value].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[],"_id":"W2okaVdBI8rtdf8u"} +{"name":"Deflection(Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n
\n

After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

Duration automation requires both DAE and about-time or times-up.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"nbfZeZnuzwwUIE4M","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Deflection(Force-Empowered Strike)","tint":"","transfer":false}],"_id":"PBEmu4pAlPyzDmez"} +{"name":"Slow Time (Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n
\n

After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die * 5, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4*5","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"IWoqDcwboYrb0gD3","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.movement.walk","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Slow Time (Force-Empowered Strike)","tint":"","transfer":false}],"_id":"52EHtBvyeuBNJuLO"} +{"name":"Ideal of the Agile","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"YI8XCFNh7Xm45hG4","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.movement.swim","value":"@attributes.movement.walk","mode":2,"priority":20},{"key":"data.attributes.movement.climb","value":"@attributes.movement.walk","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Agile","tint":"","transfer":true},{"_id":"LxnPDMWKkCdrIDHz","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Agile Manefestation","tint":"","transfer":false}],"_id":"M4RvEHMiSwglzPNv"} +{"name":"Ideal of the Artisan","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

 

\n
\n

Edit the effects to change the skill(s) this feature applies to. The bonus will not show on the character sheet but will show when the chosen skill(s) are rolled.
In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[{"_id":"1x38iIN0ZkZTgpTD","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.acr.mod","value":"(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20},{"key":"data.skills.ani.mod","value":"(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":100,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Artisan Manifestation","tint":"","transfer":false},{"_id":"EWbuKV1vVRnWFLJR","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.acr.mod","value":"(floor(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Artisan","tint":"","transfer":true}],"_id":"nuFQtxutzyHQkMCp"} +{"name":"Ideal of the Contender","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"2w7HxesGujLvxWc0","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Contender Manifestation","tint":"","transfer":false}],"_id":"4oEqg1bENiIvxlpW"} +{"name":"Ideal of the Fighter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"XHCrVmEzofUrSp92","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Fighter Manifestation","tint":"","transfer":false}],"_id":"YILPj7H9L99CQe66"} +{"name":"Ideal of the Hunter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"bf00ymcpwtJ3ZAn8","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.darkvision","value":"(@attributes.senses.darkvision === 0 ? 60 : 30)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter","tint":"","transfer":true},{"_id":"jr1d82Aoyr2xkFqW","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter Manifestation","tint":"","transfer":false}],"_id":"10x48RWCWobSNXkh"} +{"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Sentinel: 2nd, 6th, 9th, 11th, and 17th level

\n

You adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level.

\n

You can manifest your ideals a combined total of twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n
\n

SENTINEL IDEALS

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n
\n
\n

IDEAL OF THE AGILE

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

IDEAL OF THE ARTISAN

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n
\n

IDEAL OF THE CONTENDER

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n

IDEAL OF THE FIGHTER

\n

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

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

IDEAL OF THE HUNTER

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

IDEAL OF THE STEADFAST

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n
\n

IDEAL OF THE TITAN

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

IDEAL OF THE TRANQUIL

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

IDEAL OF THE VIGOROUS

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"name":"Ideal of the Steadfast","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"Sm735wmrsKZ7HQPB","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Steadfast Manifestation","tint":"","transfer":false}],"_id":"tFeYRpK4UKKtYJjK"} +{"name":"Ideal of the Titan","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"dR4ipB2mMlCk1jHy","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Titan","tint":"","transfer":true},{"_id":"mvSs3VXA4rSkpT8b","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Titan Manifestation","tint":"","transfer":false}],"_id":"QL4kNoKCHClr5jFP"} +{"name":"Ideal of the Tranquil","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[],"_id":"lc6R3mdiQR6D5lTt"} +{"name":"Ideal of the Vigorous","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
\n

In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(@classes.sentinel.levels/2) + (max(@abilities.cha.mod,@abilities.wis.mod))","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[],"_id":"iw9lOFbokDE7ktSn"} From c793949b378b97a20a80f6ef52a8587e7b85c717 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Tue, 6 Apr 2021 16:03:48 -0400 Subject: [PATCH 19/83] SotG Update #1 + Adds compendia for Deployments, Deployment Features, Starship Armor, Starship Equipment, Starship Weapons, and Ventures and associated artwork + Adds Starship actor sheet (very, very rough draft, somewhat unpredictable, not fully functional) + Adds function to Character sheet to collapse/expand Feature tab rows (major assist from Cyr) + Adds function to Character sheet to increment/decrement class levels directly from character sheet (another major assist from Cyr) --- lang/en.json | 84 ++++++- module/actor/entity.js | 33 ++- module/actor/sheets/newSheet/base.js | 74 +++++++ module/actor/sheets/newSheet/character.js | 42 +++- module/actor/sheets/newSheet/starship.js | 144 ++++++++++++ module/config.js | 75 ++++++- module/item/entity.js | 34 +-- module/item/sheet.js | 4 + module/templates.js | 4 +- packs/Icons/Deployments/Coordinator.webp | Bin 0 -> 15184 bytes packs/Icons/Deployments/Gunner.webp | Bin 0 -> 15840 bytes packs/Icons/Deployments/Mechanic.webp | Bin 0 -> 13228 bytes packs/Icons/Deployments/Operator.webp | Bin 0 -> 13560 bytes packs/Icons/Deployments/Pilot.webp | Bin 0 -> 12728 bytes packs/Icons/Deployments/Technician.webp | Bin 0 -> 16032 bytes packs/Icons/Deployments/coordinator_01.webp | Bin 0 -> 35436 bytes packs/Icons/Deployments/gunner_01.webp | Bin 0 -> 57018 bytes packs/Icons/Deployments/mechanic_01.webp | Bin 0 -> 70510 bytes packs/Icons/Deployments/operator_01.webp | Bin 0 -> 37348 bytes packs/Icons/Deployments/pilot_01.webp | Bin 0 -> 32388 bytes packs/Icons/Deployments/technician_01.webp | Bin 0 -> 37156 bytes .../Starship Equipment/Deflection Armor.webp | Bin 0 -> 20970 bytes .../Directional Shield.webp | Bin 0 -> 16206 bytes .../Starship Equipment/Fortress Shield.webp | Bin 0 -> 10640 bytes .../Icons/Starship Equipment/Hyperdrive.webp | Bin 0 -> 15872 bytes .../Starship Equipment/Lightweight Armor.webp | Bin 0 -> 16410 bytes .../Starship Equipment/Power Coupling.webp | Bin 0 -> 13740 bytes .../Quick-Charge Shield.webp | Bin 0 -> 13282 bytes packs/Icons/Starship Equipment/Reactor.webp | Bin 0 -> 13416 bytes .../Starship Equipment/Reinforced Armor.webp | Bin 0 -> 10974 bytes .../Starship Modifications/Engineering.webp | Bin 0 -> 17774 bytes .../Starship Modifications/Operation.webp | Bin 0 -> 12954 bytes packs/Icons/Starship Modifications/Suite.webp | Bin 0 -> 11510 bytes .../Starship Modifications/Universal.webp | Bin 0 -> 8892 bytes .../Icons/Starship Modifications/Weapon.webp | Bin 0 -> 14604 bytes .../Starship Weapons/starshipweapon.webp | Bin 0 -> 13752 bytes packs/Icons/Ventures/Venture.webp | Bin 0 -> 13742 bytes packs/packs/deploymentfeatures.db | 109 +++++++++ packs/packs/deployments.db | 6 + packs/packs/starshiparmor.db | 6 + packs/packs/starshipequipment.db | 16 ++ packs/packs/starshipmodifications.db | 207 ++++++++++++++++++ packs/packs/starshipweapons.db | 89 ++++++++ packs/packs/ventures.db | 61 ++++++ sw5e.css | 4 + sw5e.js | 10 +- system.json | 56 ++++- template.json | 112 +++++++++- .../actors/newActor/parts/swalt-features.html | 23 +- templates/actors/newActor/starship.html | 169 ++++++++++++++ templates/items/deployment.html | 123 +++++++++++ templates/items/deploymentfeature.html | 80 +++++++ templates/items/equipment.html | 32 +++ templates/items/parts/item-description.html | 6 + templates/items/starshipmod.html | 85 +++++++ templates/items/venture.html | 47 ++++ templates/items/weapon.html | 17 +- 57 files changed, 1682 insertions(+), 70 deletions(-) create mode 100644 module/actor/sheets/newSheet/starship.js create mode 100644 packs/Icons/Deployments/Coordinator.webp create mode 100644 packs/Icons/Deployments/Gunner.webp create mode 100644 packs/Icons/Deployments/Mechanic.webp create mode 100644 packs/Icons/Deployments/Operator.webp create mode 100644 packs/Icons/Deployments/Pilot.webp create mode 100644 packs/Icons/Deployments/Technician.webp create mode 100644 packs/Icons/Deployments/coordinator_01.webp create mode 100644 packs/Icons/Deployments/gunner_01.webp create mode 100644 packs/Icons/Deployments/mechanic_01.webp create mode 100644 packs/Icons/Deployments/operator_01.webp create mode 100644 packs/Icons/Deployments/pilot_01.webp create mode 100644 packs/Icons/Deployments/technician_01.webp create mode 100644 packs/Icons/Starship Equipment/Deflection Armor.webp create mode 100644 packs/Icons/Starship Equipment/Directional Shield.webp create mode 100644 packs/Icons/Starship Equipment/Fortress Shield.webp create mode 100644 packs/Icons/Starship Equipment/Hyperdrive.webp create mode 100644 packs/Icons/Starship Equipment/Lightweight Armor.webp create mode 100644 packs/Icons/Starship Equipment/Power Coupling.webp create mode 100644 packs/Icons/Starship Equipment/Quick-Charge Shield.webp create mode 100644 packs/Icons/Starship Equipment/Reactor.webp create mode 100644 packs/Icons/Starship Equipment/Reinforced Armor.webp create mode 100644 packs/Icons/Starship Modifications/Engineering.webp create mode 100644 packs/Icons/Starship Modifications/Operation.webp create mode 100644 packs/Icons/Starship Modifications/Suite.webp create mode 100644 packs/Icons/Starship Modifications/Universal.webp create mode 100644 packs/Icons/Starship Modifications/Weapon.webp create mode 100644 packs/Icons/Starship Weapons/starshipweapon.webp create mode 100644 packs/Icons/Ventures/Venture.webp create mode 100644 packs/packs/deploymentfeatures.db create mode 100644 packs/packs/deployments.db create mode 100644 packs/packs/starshiparmor.db create mode 100644 packs/packs/starshipequipment.db create mode 100644 packs/packs/starshipmodifications.db create mode 100644 packs/packs/starshipweapons.db create mode 100644 packs/packs/ventures.db create mode 100644 templates/actors/newActor/starship.html create mode 100644 templates/items/deployment.html create mode 100644 templates/items/deploymentfeature.html create mode 100644 templates/items/starshipmod.html create mode 100644 templates/items/venture.html diff --git a/lang/en.json b/lang/en.json index 85553d21..7e450f48 100644 --- a/lang/en.json +++ b/lang/en.json @@ -1,6 +1,7 @@ { "ACTOR.TypeCharacter": "Player Character", "ACTOR.TypeNpc": "Non-Player Character", + "ACTOR.TypeStarship": "Starship", "ACTOR.TypeVehicle": "Vehicle", "ITEM.TypeArchetype": "Archetype", "ITEM.TypeBackground": "Background", @@ -8,15 +9,19 @@ "ITEM.TypeClass": "Class", "ITEM.TypeClassfeature": "Class Feature", "ITEM.TypeConsumable": "Consumable", + "ITEM.TypeDeployment": "Deployment", + "ITEM.TypeDeploymentfeature": "Deployment Feature", "ITEM.TypeEquipment": "Equipment", "ITEM.TypeFeat": "Feat", - "ITEM.TypeFightingmastery": "FightingMastery", + "ITEM.TypeFightingmastery": "Fighting Mastery", "ITEM.TypeFightingstyle": "Fighting Style", "ITEM.TypeLightsaberform": "Lightsaber Form", "ITEM.TypeLoot": "Loot", "ITEM.TypePower": "Power", "ITEM.TypeSpecies": "Species", + "ITEM.TypeStarshipmod": "Starship Modification", "ITEM.TypeTool": "Tool", + "ITEM.TypeVenture": "Venture", "ITEM.TypeWeapon": "Weapon", "SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.", "SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing", @@ -179,6 +184,8 @@ "SW5E.BonusSaveForm": "Update Bonuses", "SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus", "SW5E.BonusTitle": "Configure Actor Bonuses", + "SW5E.CapacityMultiplier": "Capacity Multiplier", + "SW5E.CentStorageCapacity": "Central Storage Capacity", "SW5E.ChallengeRating": "Challenge Rating", "SW5E.Charged": "Charged", "SW5E.Charges": "Charges", @@ -191,6 +198,7 @@ "SW5E.ClassName": "Class Name", "SW5E.ClassSkillsChosen": "Chosen Class Skills", "SW5E.ClassSkillsNumber": "Number of Starting Skills", + "SW5E.Collapse": "Collapse/Expand", "SW5E.ComponentMaterial": "Material", "SW5E.ComponentSomatic": "Somatic", "SW5E.ComponentVerbal": "Verbal", @@ -282,6 +290,8 @@ "SW5E.DeathSavingThrow": "Death Saving Throw", "SW5E.Default": "Default", "SW5E.DefaultAbilityCheck": "Default Ability Check", + "SW5E.Deployment": "Deployment", + "SW5E.DeploymentPl": "Deployments", "SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.", "SW5E.Description": "Description", "SW5E.Details": "Details", @@ -307,12 +317,18 @@ "SW5E.EquipmentLight": "Light Armor", "SW5E.EquipmentMedium": "Medium Armor", "SW5E.EquipmentNatural": "Natural Armor", + "SW5E.EquipmentHyperdrive": "Hyperdrive", + "SW5E.EquipmentPowerCoupling": "Power Coupling", + "SW5E.EquipmentReactor": "Reactor", "SW5E.EquipmentShield": "Shield", "SW5E.EquipmentShieldProficiency": "Shields", + "SW5E.EquipmentStarshipArmor": "Starship Armor", + "SW5E.EquipmentStarshipShield": "Starship Shield", "SW5E.EquipmentTrinket": "Trinket", "SW5E.EquipmentVehicle": "Vehicle Equipment", "SW5E.Equipped": "Equipped", "SW5E.Exhaustion": "Exhaustion", + "SW5E.Expand": "Expand", "SW5E.Expertise": "Expertise", "SW5E.Favorites": "Favoris", "SW5E.FavoritesAndNotes": "Favorites & Notes", @@ -320,11 +336,14 @@ "SW5E.FeatureActive": "Active Abilities", "SW5E.FeatureAdd": "Create Feature", "SW5E.FeatureAttack": "Feature Attack", + "SW5E.FeatureCollapse": "Collapse Feature", + "SW5E.FeatureExpand": "Expand Feature", "SW5E.FeaturePassive": "Passive Abilities", "SW5E.FeatureRechargeOn": "Recharge On", "SW5E.FeatureRechargeResult": "1d6 Result", "SW5E.Features": "Features", "SW5E.FeatureUsage": "Feature Usage", + "SW5E.FeatureType": "Feature Type", "SW5E.FeetAbbr": "ft.", "SW5E.Filter": "Filter", "SW5E.FilterNoPowers": "No powers found for this set of filters.", @@ -453,6 +472,7 @@ "SW5E.Flaws": "Flaws", "SW5E.ForcePowerbook": "Force Powers", "SW5E.Formula": "Formula", + "SW5E.FuelCostsMod": "Fuel Costs Modifier", "SW5E.GrantedAbilities": "Granted Abilities", "SW5E.HalfProficient": "Half Proficient", "SW5E.Healing": "Healing", @@ -466,6 +486,10 @@ "SW5E.HitDiceWarn": "{name} has no available {formula} Hit Dice remaining!", "SW5E.HP": "Health", "SW5E.HPFormula": "Health Formula", + "SW5E.HPperHD": "Hit Points per Hit Die", + "SW5E.HullPoints": "Hull Points", + "SW5E.HullPointsFormula": "Hull Points Formula", + "SW5E.HyperdriveClass": "Hyperdrive Class", "SW5E.Ideals": "Ideals", "SW5E.Identified": "Identified", "SW5E.Initiative": "Initiative", @@ -517,6 +541,10 @@ "SW5E.ItemTypeConsumablePl": "Consumables", "SW5E.ItemTypeContainer": "Container", "SW5E.ItemTypeContainerPl": "Containers", + "SW5E.ItemTypeDeployment": "Deployment", + "SW5E.ItemTypeDeploymentPl": "Deployments", + "SW5E.ItemTypeDeploymentFeature": "Deployment Feature", + "SW5E.ItemTypeDeploymentFeaturePl": "Deployment Features", "SW5E.ItemTypeEquipment": "Equipment", "SW5E.ItemTypeEquipmentPl": "Equipment", "SW5E.ItemTypeFeat": "Feat", @@ -533,13 +561,19 @@ "SW5E.ItemTypePowerPl": "Powers", "SW5E.ItemTypeSpecies": "Species", "SW5E.ItemTypeSpeciesPl": "Species", + "SW5E.ItemTypeStarshipMod": "Starship Modification", + "SW5E.ItemTypeStarshipModPl": "Starship Modifications", "SW5E.ItemTypeTool": "Tool", "SW5E.ItemTypeToolPl": "Tools", + "SW5E.ItemTypeVenture": "Venture", + "SW5E.ItemTypeVenturePl": "Ventures", "SW5E.ItemTypeWeapon": "Weapon", "SW5E.ItemTypeWeaponPl": "Weapons", "SW5E.ItemWeaponAttack": "Weapon Attack", "SW5E.ItemWeaponDetails": "Weapon Details", "SW5E.ItemWeaponProperties": "Weapon Properties", + "SW5E.ItemWeaponSize": "Starship Weapon Size", + "SW5E.ItemWeaponSizePl": "Starship Weapon Sizes", "SW5E.ItemWeaponStatus": "Weapon Status", "SW5E.ItemWeaponType": "Weapon Type", "SW5E.ItemWeaponUsage": "Weapon Usage", @@ -748,6 +782,7 @@ "SW5E.PowerCreate": "Create Power", "SW5E.PowerDC": "Power DC", "SW5E.PowerDetails": "Power Details", + "SW5E.PowerDiceRecovery": "Power Dice Recovery", "SW5E.PowerEffects": "Power Effects", "SW5E.PowerLevel": "Power Level", "SW5E.PowerLevel0": "At-Will", @@ -789,10 +824,13 @@ "SW5E.Proficient": "Proficient", "SW5E.Quantity": "Quantity", "SW5E.Range": "Range", + "SW5E.Rank": "Rank", + "SW5E.RankPl": "Ranks", "SW5E.Rarity": "Rarity", "SW5E.Reaction": "Reaction", "SW5E.ReactionPl": "Reactions", "SW5E.Recharge": "Recharge", + "SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient", "SW5E.RequiredMaterials": "Required Materials", "SW5E.Requirements": "Requirements", "SW5E.ResourcesAndTraits": "Resources & Traits", @@ -802,6 +840,7 @@ "SW5E.RestL": "L. Rest", "SW5E.RestS": "S. Rest", "SW5E.Ritual": "Ritual", + "SW5E.Role": "Role", "SW5E.Roll": "Roll", "SW5E.RollExample": "e.g. +1d4", "SW5E.RollMode": "Roll Mode", @@ -834,6 +873,8 @@ "SW5E.SheetClassNPC": "Default NPC Sheet", "SW5E.SheetClassNPCOld": "Old NPC Sheet", "SW5E.SheetClassVehicle": "Default Vehicle Sheet", + "SW5E.ShieldPoints": "Shield Points", + "SW5E.ShieldPointsFormula": "Shield Points Formula", "SW5E.ShortRest": "Short Rest", "SW5E.ShortRestEpic": "Short Rest (5 minutes)", "SW5E.ShortRestGritty": "Short Rest (8 hours)", @@ -882,8 +923,28 @@ "SW5E.SpeciesTraits": "Species Traits", "SW5E.Speed": "Speed", "SW5E.SpeedSpecial": "Special Movement", + "SW5E.StarshipArmorandShields": "Starship Armor and Shields", + "SW5E.StarshipArmorandShieldProps": "Starship Armor & Shield Properties", + "SW5E.StarshipEquipment": "Starship Equipment", + "SW5E.StarshipEquipmentProps": "Starship Equipment Properties", + "SW5E.StarshipSkillAst": "Astrogation", + "SW5E.StarshipSkillBst": "Boost", + "SW5E.StarshipSkillDat": "Data", + "SW5E.StarshipSkillHid": "Hide", + "SW5E.StarshipSkillImp": "Impress", + "SW5E.StarshipSkillInt": "Interfere", + "SW5E.StarshipSkillMan": "Maneuvering", + "SW5E.StarshipSkillMen": "Menace", + "SW5E.StarshipSkillPat": "Patch", + "SW5E.StarshipSkillPrb": "Probe", + "SW5E.StarshipSkillRam": "Ram", + "SW5E.StarshipSkillReg": "Regulation", + "SW5E.StarshipSkillScn": "Scan", + "SW5E.StarshipSkillSwn": "Swindle", + "SW5E.StarshipTier": "Tier", "SW5E.StealthDisadvantage": "Stealth Disadvantage", "SW5E.Supply": "Supply", + "SW5E.SysStorageCapacity": "System Storage Capacity", "SW5E.Target": "Target", "SW5E.TargetAlly": "Ally", "SW5E.TargetCone": "Cone", @@ -899,6 +960,7 @@ "SW5E.TargetSpace": "Space", "SW5E.TargetSphere": "Sphere", "SW5E.TargetSquare": "Square", + "SW5E.TargetStarship": "Starship", "SW5E.TargetWall": "Wall", "SW5E.TargetWeapon": "Weapon", "SW5E.TargetWidth": "Line Width", @@ -954,7 +1016,7 @@ "SW5E.TraitToolProf": "Tool Proficiencies", "SW5E.TraitWeaponProf": "Weapon Proficiencies", "SW5E.Type": "Type", - "SW5E.Unequipped": "Not Equipped", + "SW5E.Unequipped": "Unequipped", "SW5E.UniversalPowerDC": "Universal Power DC", "SW5E.Unlimited": "Unlimited", "SW5E.Usage": "Usage", @@ -981,47 +1043,61 @@ "SW5E.WeaponImprov": "Improvised", "SW5E.WeaponMartialB": "Martial Blaster", "SW5E.WeaponMartialLW": "Martial Lightweapon", + "SW5E.WeaponPrimarySW": "Primary (Starship)", + "SW5E.WeaponSecondarySW": "Secondary (Starship)", + "SW5E.WeaponTertiarySW": "Tertiary (Starship)", + "SW5E.WeaponQuaternarySW": "Quaternary (Starship)", "SW5E.WeaponMartialProficiency": "Martial Weapons", "SW5E.WeaponMartialVW": "Martial Vibroweapon", "SW5E.WeaponNatural": "Natural", "SW5E.WeaponPropertiesAmm": "Ammunition", "SW5E.WeaponPropertiesAut": "Auto", "SW5E.WeaponPropertiesBur": "Burst", + "SW5E.WeaponPropertiesCon": "Constitution", "SW5E.WeaponPropertiesDef": "Defensive", - "SW5E.WeaponPropertiesDex": "Dexterity Rqmt.", + "SW5E.WeaponPropertiesDex": "Dexterity Rqt", "SW5E.WeaponPropertiesDgd": "Disguised", "SW5E.WeaponPropertiesDir": "Dire", "SW5E.WeaponPropertiesDis": "Disintegrate", "SW5E.WeaponPropertiesDou": "Double", "SW5E.WeaponPropertiesDpt": "Disruptive", "SW5E.WeaponPropertiesDrm": "Disarming", + "SW5E.WeaponPropertiesExp": "Explosive", "SW5E.WeaponPropertiesFin": "Finesse", "SW5E.WeaponPropertiesFix": "Fixed", "SW5E.WeaponPropertiesFoc": "Focus", "SW5E.WeaponPropertiesHid": "Hidden", "SW5E.WeaponPropertiesHvy": "Heavy", + "SW5E.WeaponPropertiesHom": "Homing", + "SW5E.WeaponPropertiesIon": "Ionizing", "SW5E.WeaponPropertiesKen": "Keen", "SW5E.WeaponPropertiesLgt": "Light", "SW5E.WeaponPropertiesLum": "Luminous", + "SW5E.WeaponPropertiesMlt": "Melt", "SW5E.WeaponPropertiesMig": "Mighty", + "SW5E.WeaponPropertiesOvr": "Overheat", "SW5E.WeaponPropertiesPic": "Piercing", + "SW5E.WeaponPropertiesPow": "Power", "SW5E.WeaponPropertiesRan": "Range", "SW5E.WeaponPropertiesRap": "Rapid", "SW5E.WeaponPropertiesRch": "Reach", "SW5E.WeaponPropertiesRel": "Reload", "SW5E.WeaponPropertiesRet": "Returning", + "SW5E.WeaponPropertiesSat": "Saturate", "SW5E.WeaponPropertiesShk": "Shocking", "SW5E.WeaponPropertiesSil": "Silent", "SW5E.WeaponPropertiesSpc": "Special", - "SW5E.WeaponPropertiesStr": "Strength Rqmt.", + "SW5E.WeaponPropertiesStr": "Strength Rqt", "SW5E.WeaponPropertiesThr": "Thrown", "SW5E.WeaponPropertiesTwo": "Two-Handed", "SW5E.WeaponPropertiesVer": "Versatile", "SW5E.WeaponPropertiesVic": "Vicious", + "SW5E.WeaponPropertiesZon": "Zone", "SW5E.WeaponSiege": "Siege", "SW5E.WeaponSimpleB": "Simple Blaster", "SW5E.WeaponSimpleLW": "Simple Lightweapon", "SW5E.WeaponSimpleProficiency": "Simple Weapons", "SW5E.WeaponSimpleVW": "Simple Vibroweapon", + "SW5E.WeaponSizeAbb": "Size", "SW5E.Weight": "Weight" } \ No newline at end of file diff --git a/module/actor/entity.js b/module/actor/entity.js index 733cf637..145e8b59 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -25,6 +25,8 @@ export default class Actor5e extends Actor { return this._prepareCharacterData(this.data); case "npc": return this._prepareNPCData(this.data); + case "starship": + return this._prepareStarshipData(this.data); case "vehicle": return this._prepareVehicleData(this.data); } @@ -304,6 +306,23 @@ export default class Actor5e extends Actor { /* -------------------------------------------- */ + /* -------------------------------------------- */ + + /** + * Prepare starship type-specific data + * @param actorData + * @private + */ + _prepareStarshipData(actorData) { + const data = actorData.data; + + // Proficiency + data.attributes.prof = Math.floor((Math.max(data.details.cr, 1) + 7) / 4); + + } + + /* -------------------------------------------- */ + /** * Prepare skill checks. * @param actorData @@ -1256,14 +1275,14 @@ export default class Actor5e extends Actor { const dfp = data.attributes.force.points.max - data.attributes.force.points.value; const updateData = { "data.attributes.hp.value": data.attributes.hp.max, - "data.attributes.hp.temp": null, - "data.attributes.hp.tempmax": null, + "data.attributes.hp.temp": 0, + "data.attributes.hp.tempmax": 0, "data.attributes.tech.points.value": data.attributes.tech.points.max, - "data.attributes.tech.points.temp": null, - "data.attributes.tech.points.tempmax": null, + "data.attributes.tech.points.temp": 0, + "data.attributes.tech.points.tempmax": 0, "data.attributes.force.points.value": data.attributes.force.points.max, - "data.attributes.force.points.temp": null, - "data.attributes.force.points.tempmax": null + "data.attributes.force.points.temp": 0, + "data.attributes.force.points.tempmax": 0 }; // Recover character resources @@ -1597,4 +1616,4 @@ export default class Actor5e extends Actor { if ( item.data.type !== "power" ) throw new Error("Wrong Item type"); return item.roll(); } -} +} \ No newline at end of file diff --git a/module/actor/sheets/newSheet/base.js b/module/actor/sheets/newSheet/base.js index 48ca3cb2..fc74cc8d 100644 --- a/module/actor/sheets/newSheet/base.js +++ b/module/actor/sheets/newSheet/base.js @@ -67,6 +67,7 @@ export default class ActorSheet5e extends ActorSheet { cssClass: isOwner ? "editable" : "locked", isCharacter: this.entity.data.type === "character", isNPC: this.entity.data.type === "npc", + isStarship: this.entity.data.type === "starship", isVehicle: this.entity.data.type === 'vehicle', config: CONFIG.SW5E, }; @@ -338,6 +339,7 @@ export default class ActorSheet5e extends ActorSheet { if ( filters.has("prepared") ) { if ( data.level === 0 || ["innate", "always"].includes(data.preparation.mode) ) return true; if ( this.actor.data.type === "npc" ) return true; + if ( this.actor.data.type === "starship" ) return true; return data.preparation.prepared; } @@ -407,8 +409,11 @@ export default class ActorSheet5e extends ActorSheet { html.find('.item-create').click(this._onItemCreate.bind(this)); html.find('.item-edit').click(this._onItemEdit.bind(this)); html.find('.item-delete').click(this._onItemDelete.bind(this)); + html.find('.item-collapse').click(this._onItemCollapse.bind(this)); html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this)); html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this)); + html.find('.increment-class-level').click(this._onIncrementClassLevel.bind(this)); + html.find('.decrement-class-level').click(this._onDecrementClassLevel.bind(this)); // Active Effect management html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity)); @@ -757,6 +762,75 @@ export default class ActorSheet5e extends ActorSheet { this.actor.deleteOwnedItem(li.dataset.itemId); } + /** + * Handle collapsing a Feature row on the actor sheet + * @param {Event} event The originating click event + * @private + */ + +_onItemCollapse(event) { + event.preventDefault(); + + event.currentTarget.classList.toggle("active"); + + const li = event.currentTarget.closest("li"); + const content = li.querySelector(".content"); + + if (content.style.display === "none") { + content.style.display = "block"; + } else { + content.style.display = "none"; + } + } + +/** + * Handle incrementing class level on the actor sheet + * @param {Event} event The originating click event + * @private + */ + + _onIncrementClassLevel(event) { + event.preventDefault(); + + const div = event.currentTarget.closest(".character") + const li = event.currentTarget.closest("li"); + + const actorId = div.id.split("-")[1]; + const itemId = li.dataset.itemId; + + const actor = game.actors.get(actorId); + const item = actor.getOwnedItem(itemId); + + let levels = item.data.data.levels; + const update = {_id: item._id, data: {levels: (levels + 1) }}; + + actor.updateOwnedItem(update) +} + +/** + * Handle decrementing class level on the actor sheet + * @param {Event} event The originating click event + * @private + */ + + _onDecrementClassLevel(event) { + event.preventDefault(); + + const div = event.currentTarget.closest(".character") + const li = event.currentTarget.closest("li"); + + const actorId = div.id.split("-")[1]; + const itemId = li.dataset.itemId; + + const actor = game.actors.get(actorId); + const item = actor.getOwnedItem(itemId); + + let levels = item.data.data.levels; + const update = {_id: item._id, data: {levels: (levels - 1) }}; + + actor.updateOwnedItem(update) +} + /* -------------------------------------------- */ /** diff --git a/module/actor/sheets/newSheet/character.js b/module/actor/sheets/newSheet/character.js index 213478b2..4b1a987f 100644 --- a/module/actor/sheets/newSheet/character.js +++ b/module/actor/sheets/newSheet/character.js @@ -84,7 +84,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { }; // Partition items by category - let [items, forcepowers, techpowers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => { + let [items, forcepowers, techpowers, feats, classes, deployments, deploymentfeatures, ventures, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => { // Item details item.img = item.img || DEFAULT_TOKEN; @@ -116,16 +116,19 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[2].push(item); else if ( item.type === "feat" ) arr[3].push(item); else if ( item.type === "class" ) arr[4].push(item); - else if ( item.type === "species" ) arr[5].push(item); - else if ( item.type === "archetype" ) arr[6].push(item); - else if ( item.type === "classfeature" ) arr[7].push(item); - else if ( item.type === "background" ) arr[8].push(item); - else if ( item.type === "fightingstyle" ) arr[9].push(item); - else if ( item.type === "fightingmastery" ) arr[10].push(item); - else if ( item.type === "lightsaberform" ) arr[11].push(item); + else if ( item.type === "deployment" ) arr[5].push(item); + else if ( item.type === "deploymentfeature" ) arr[6].push(item); + else if ( item.type === "venture" ) arr[7].push(item); + else if ( item.type === "species" ) arr[8].push(item); + else if ( item.type === "archetype" ) arr[9].push(item); + else if ( item.type === "classfeature" ) arr[10].push(item); + else if ( item.type === "background" ) arr[11].push(item); + else if ( item.type === "fightingstyle" ) arr[12].push(item); + else if ( item.type === "fightingmastery" ) arr[13].push(item); + else if ( item.type === "lightsaberform" ) arr[14].push(item); else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item); return arr; - }, [[], [], [], [], [], [], [], [], [], [], [], []]); + }, [[], [], [], [], [], [], [], [], [], [], [], [], [], [], []]); // Apply active item filters items = this._filterItems(items, this._filters.inventory); @@ -150,6 +153,9 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true }, classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true }, archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true }, + deployments: { label: "SW5E.ItemTypeDeploymentPl", items: [], hasActions: false, dataset: {type: "deployment"}, isDeployment: true }, + deploymentfeatures: { label: "SW5E.ItemTypeDeploymentFeaturePl", items: [], hasActions: true, dataset: {type: "deploymentfeature"}, isDeploymentfeature: true }, + ventures: { label: "SW5E.ItemTypeVenturePl", items: [], hasActions: false, dataset: {type: "venture"}, isVenture: true }, species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true }, background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true }, fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true }, @@ -166,6 +172,9 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { features.classes.items = classes; features.classfeatures.items = classfeatures; features.archetype.items = archetypes; + features.deployments.items = deployments; + features.deploymentfeatures.items = deploymentfeatures; + features.ventures.items = ventures; features.species.items = species; features.background.items = backgrounds; features.fightingstyles.items = fightingstyles; @@ -354,7 +363,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { /** @override */ async _onDropItemCreate(itemData) { - // Increment the number of class levels a character instead of creating a new item + // Increment the number of class levels of a character instead of creating a new item if ( itemData.type === "class" ) { const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name); let priorLevel = cls?.data.data.levels ?? 0; @@ -367,6 +376,19 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { } } + // Increment the number of deployment ranks of a character instead of creating a new item + // else if ( itemData.type === "deployment" ) { + // const rnk = this.actor.itemTypes.deployment.find(c => c.name === itemData.name); + // let priorRank = rnk?.data.data.ranks ?? 0; + // if ( !!rnk ) { + // const next = Math.min(priorLevel + 1, 5 + priorRank - this.actor.data.data.details.rank); + // if ( next > priorRank ) { + // itemData.ranks = next; + // return rnk.update({"data.ranks": next}); + // } + // } + // } + // Default drop handling if levels were not added super._onDropItemCreate(itemData); } diff --git a/module/actor/sheets/newSheet/starship.js b/module/actor/sheets/newSheet/starship.js new file mode 100644 index 00000000..77d58b33 --- /dev/null +++ b/module/actor/sheets/newSheet/starship.js @@ -0,0 +1,144 @@ +import ActorSheet5e from "./base.js"; + +/** + * An Actor sheet for starships in the SW5E system. + * Extends the base ActorSheet5e class. + * @extends {ActorSheet5e} + */ +export default class ActorSheet5eStarship extends ActorSheet5e { + + /** @override */ + get template() { + if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html"; + return `systems/sw5e/templates/actors/newActor/starship.html`; + } + /** @override */ + static get defaultOptions() { + return mergeObject(super.defaultOptions, { + classes: ["sw5e", "sheet", "actor", "starship"], + width: 800, + tabs: [{ + navSelector: ".root-tabs", + contentSelector: ".sheet-body", + initial: "attributes" + }], + }); + } + + /* -------------------------------------------- */ + + /** + * Organize Owned Items for rendering the starship sheet + * @private + */ + _prepareItems(data) { + + // Categorize Items as Features and Powers + const features = { + weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} }, + passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} }, + equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}}, + starshipmods: { label: game.i18n.localize("SW5E.ItemTypeStarshipModPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} } + }; + + // Start by classifying items into groups for rendering + let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => { + item.img = item.img || DEFAULT_TOKEN; + item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); + item.hasUses = item.data.uses && (item.data.uses.max > 0); + item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); + item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0)); + item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type)); + if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item); + else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item); + else arr[2].push(item); + return arr; + }, [[], [], []]); + + // Apply item filters + forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook); + techpowers = this._filterItems(techpowers, this._filters.techPowerbook); + other = this._filterItems(other, this._filters.features); + + // Organize Powerbook +// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni"); +// const techPowerbook = this._preparePowerbook(data, techpowers, "tec"); + + // Organize Features + for ( let item of other ) { + if ( item.type === "weapon" ) features.weapons.items.push(item); + else if ( item.type === "feat" ) { + if ( item.data.activation.type ) features.actions.items.push(item); + else features.passive.items.push(item); + } + else if ( item.type === "starshipmod" ) { + features.starshipmods.items.push(item); + } + else features.equipment.items.push(item); + } + + // Assign and return + data.features = Object.values(features); +// data.forcePowerbook = forcePowerbook; +// data.techPowerbook = techPowerbook; + } + + + /* -------------------------------------------- */ + + /** @override */ + getData() { + const data = super.getData(); + + // Challenge Rating + const cr = parseFloat(data.data.details.cr || 0); + const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; + data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; + return data; + } + + /* -------------------------------------------- */ + /* Object Updates */ + /* -------------------------------------------- */ + + /** @override */ + _updateObject(event, formData) { + + // Format NPC Challenge Rating + const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; + let crv = "data.details.cr"; + let cr = formData[crv]; + cr = crs[cr] || parseFloat(cr); + if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr); + + // Parent ActorSheet update steps + super._updateObject(event, formData); + } + + /* -------------------------------------------- */ + /* Event Listeners and Handlers */ + /* -------------------------------------------- */ + + /** @override */ + activateListeners(html) { + super.activateListeners(html); + html.find(".health .rollable").click(this._onRollHPFormula.bind(this)); + } + + /* -------------------------------------------- */ + + /** + * Handle rolling NPC health values using the provided formula + * @param {Event} event The original click event + * @private + */ + _onRollHPFormula(event) { + event.preventDefault(); + const formula = this.actor.data.data.attributes.hp.formula; + if ( !formula ) return; + const hp = new Roll(formula).roll().total; + AudioHelper.play({src: CONFIG.sounds.dice}); + this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); + } +} + diff --git a/module/config.js b/module/config.js index 30cee69a..d697b6b8 100644 --- a/module/config.js +++ b/module/config.js @@ -1,4 +1,4 @@ -import {ClassFeatures} from "./classFeatures.js" +import {ClassFeatures} from "./classFeatures.js" // Namespace SW5e Configuration Values export const SW5E = {}; @@ -238,11 +238,16 @@ SW5E.equipmentTypes = { "light": "SW5E.EquipmentLight", "medium": "SW5E.EquipmentMedium", "heavy": "SW5E.EquipmentHeavy", + "hyper": "SW5E.EquipmentHyperdrive", "bonus": "SW5E.EquipmentBonus", "natural": "SW5E.EquipmentNatural", + "powerc": "SW5E.EquipmentPowerCoupling", + "reactor": "SW5E.EquipmentReactor", "shield": "SW5E.EquipmentShield", "clothing": "SW5E.EquipmentClothing", "trinket": "SW5E.EquipmentTrinket", + "ssarmor": "SW5E.EquipmentStarshipArmor", + "ssshield": "SW5E.EquipmentStarshipShield", "vehicle": "SW5E.EquipmentVehicle" }; @@ -423,6 +428,7 @@ SW5E.targetTypes = { "square": "SW5E.TargetSquare", "cube": "SW5E.TargetCube", "line": "SW5E.TargetLine", + "starship": "SW5E.TargetStarship", "wall": "SW5E.TargetWall", "weapon": "SW5E.TargetWeapon" }; @@ -507,6 +513,29 @@ SW5E.skills = { "tec": "SW5E.SkillTec" }; +/* -------------------------------------------- */ + +/** + * The set of starship skills which can be trained in SW5e + * @type {Object} + */ +SW5E.starshipSkills = { + "ast": "SW5E.StarshipSkillAst", + "bst": "SW5E.StarshipSkillBst", + "dat": "SW5E.StarshipSkillDat", + "hid": "SW5E.StarshipSkillHid", + "imp": "SW5E.StarshipSkillImp", + "int": "SW5E.StarshipSkillInt", + "man": "SW5E.StarshipSkillMan", + "men": "SW5E.StarshipSkillMen", + "pat": "SW5E.StarshipSkillPat", + "prb": "SW5E.StarshipSkillPrb", + "ram": "SW5E.StarshipSkillRam", + "reg": "SW5E.StarshipSkillReg", + "scn": "SW5E.StarshipSkillScn", + "swn": "SW5E.StarshipSkillSwn" +}; + /* -------------------------------------------- */ @@ -610,16 +639,21 @@ SW5E.powerScalingModes = { * @type {Object} */ SW5E.weaponTypes = { - "simpleVW": "SW5E.WeaponSimpleVW", - "simpleB": "SW5E.WeaponSimpleB", - "simpleLW": "SW5E.WeaponSimpleLW", + + "ammo": "SW5E.WeaponAmmo", + "improv": "SW5E.WeaponImprov", "martialVW": "SW5E.WeaponMartialVW", "martialB": "SW5E.WeaponMartialB", "martialLW": "SW5E.WeaponMartialLW", - "natural": "SW5E.WeaponNatural", - "improv": "SW5E.WeaponImprov", - "ammo": "SW5E.WeaponAmmo", - "siege": "SW5E.WeaponSiege" + "natural": "SW5E.WeaponNatural", + "siege": "SW5E.WeaponSiege", + "simpleVW": "SW5E.WeaponSimpleVW", + "simpleB": "SW5E.WeaponSimpleB", + "simpleLW": "SW5E.WeaponSimpleLW", + "primary (starship)": "SW5E.WeaponPrimarySW", + "secondary (starship)": "SW5E.WeaponSecondarySW", + "tertiary (starship)": "SW5E.WeaponTertiarySW", + "quaternary (starship)": "SW5E.WeaponQuaternarySW" }; @@ -633,6 +667,7 @@ SW5E.weaponProperties = { "amm": "SW5E.WeaponPropertiesAmm", "aut": "SW5E.WeaponPropertiesAut", "bur": "SW5E.WeaponPropertiesBur", + "con": "SW5E.WeaponPropertiesCon", "def": "SW5E.WeaponPropertiesDef", "dex": "SW5E.WeaponPropertiesDex", "dir": "SW5E.WeaponPropertiesDir", @@ -641,20 +676,27 @@ SW5E.weaponProperties = { "dis": "SW5E.WeaponPropertiesDis", "dpt": "SW5E.WeaponPropertiesDpt", "dou": "SW5E.WeaponPropertiesDou", + "exp": "SW5E.WeaponPropertiesExp", "fin": "SW5E.WeaponPropertiesFin", "fix": "SW5E.WeaponPropertiesFix", "foc": "SW5E.WeaponPropertiesFoc", "hvy": "SW5E.WeaponPropertiesHvy", "hid": "SW5E.WeaponPropertiesHid", + "hom": "SW5E.WeaponPropertiesHom", + "ion": "SW5E.WeaponPropertiesIon", "ken": "SW5E.WeaponPropertiesKen", "lgt": "SW5E.WeaponPropertiesLgt", "lum": "SW5E.WeaponPropertiesLum", + "mlt": "SW5E.WeaponPropertiesMlt", "mig": "SW5E.WeaponPropertiesMig", + "ovr": "SW5E.WeaponPropertiesOvr", "pic": "SW5E.WeaponPropertiesPic", + "pow": "SW5E.WeaponPropertiesPow", "rap": "SW5E.WeaponPropertiesRap", "rch": "SW5E.WeaponPropertiesRch", "rel": "SW5E.WeaponPropertiesRel", "ret": "SW5E.WeaponPropertiesRet", + "sat": "SW5E.WeaponPropertiesSat", "shk": "SW5E.WeaponPropertiesShk", "sil": "SW5E.WeaponPropertiesSil", "spc": "SW5E.WeaponPropertiesSpc", @@ -662,9 +704,24 @@ SW5E.weaponProperties = { "thr": "SW5E.WeaponPropertiesThr", "two": "SW5E.WeaponPropertiesTwo", "ver": "SW5E.WeaponPropertiesVer", - "vic": "SW5E.WeaponPropertiesVic" + "vic": "SW5E.WeaponPropertiesVic", + "zon": "SW5E.WeaponPropertiesZon" }; +/* -------------------------------------------- */ + +/** + * Define the set of starship weapon size flags which can exist on a weapon + * @type {Object} + */ +SW5E.weaponSizes = { + "tiny": "SW5E.SizeTiny", + "sm": "SW5E.SizeSmall", + "med": "SW5E.SizeMedium", + "lg": "SW5E.SizeLarge", + "huge": "SW5E.SizeHuge", + "grg": "SW5E.SizeGargantuan" +}; // Power Components SW5E.powerComponents = { diff --git a/module/item/entity.js b/module/item/entity.js index accded14..7709c71a 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -205,19 +205,27 @@ export default class Item5e extends Item { // Class Feature Items else if ( itemData.type === "classfeature" ) { // labels.classFeature = C.classFeature[data.classFeature]; - } - // Fighting Style Items - else if ( itemData.type === "fightingstyle" ) { - // labels.fightingstyle = C.fightingstyle[data.fightingstyle]; - } - // Fighting Mastery Items - else if ( itemData.type === "fightingmastery" ) { - // labels.fightingmastery = C.fightingmastery[data.fightingmastery]; - } - // Lightsaber Form Items - else if ( itemData.type === "lightsaberform" ) { - // labels.lightsaberform = C.lightsaberform[data.lightsaberform]; - } + } + // Deployment Items + else if ( itemData.type === "deployment" ) { + // labels.deployment = C.deployment[data.deployment]; + } + // Venture Items + else if ( itemData.type === "venture" ) { + // labels.venture = C.venture[data.venture]; + } + // Fighting Style Items + else if ( itemData.type === "fightingstyle" ) { + // labels.fightingstyle = C.fightingstyle[data.fightingstyle]; + } + // Fighting Mastery Items + else if ( itemData.type === "fightingmastery" ) { + // labels.fightingmastery = C.fightingmastery[data.fightingmastery]; + } + // Lightsaber Form Items + else if ( itemData.type === "lightsaberform" ) { + // labels.lightsaberform = C.lightsaberform[data.lightsaberform]; + } // Equipment Items else if ( itemData.type === "equipment" ) { diff --git a/module/item/sheet.js b/module/item/sheet.js index 742e4d6f..02e8a550 100644 --- a/module/item/sheet.js +++ b/module/item/sheet.js @@ -194,6 +194,10 @@ export default class ItemSheet5e extends ItemSheet { //props.push(labels.background); } else if (item.type === "classfeature") { //props.push(labels.classfeature); + } else if (item.type === "deployment") { + //props.push(labels.deployment); + } else if (item.type === "venture") { + //props.push(labels.venture); } else if (item.type === "fightingmastery") { //props.push(labels.fightingmastery); } else if (item.type === "fightingstyle") { diff --git a/module/templates.js b/module/templates.js index 764463f3..c1575eb0 100644 --- a/module/templates.js +++ b/module/templates.js @@ -14,11 +14,11 @@ export const preloadHandlebarsTemplates = async function() { "systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html", "systems/sw5e/templates/actors/oldActor/parts/actor-features.html", "systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html", - "systems/sw5e/templates/actors/oldActor/parts/actor-notes.html", + "systems/sw5e/templates/actors/oldActor/parts/actor-notes.html", "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html", "systems/sw5e/templates/actors/newActor/parts/swalt-core.html", - "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html", + "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html", "systems/sw5e/templates/actors/newActor/parts/swalt-features.html", "systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html", "systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html", diff --git a/packs/Icons/Deployments/Coordinator.webp b/packs/Icons/Deployments/Coordinator.webp new file mode 100644 index 0000000000000000000000000000000000000000..1bee16d177184b6c589dd347a05f6c8e513edec7 GIT binary patch literal 15184 zcmV-WJFmo2Nk&FUI{*MzMM6+kP&iCGI{*MLUjP^Y4LEFoHf#hWc2dm$2WR^sqW=?6 zRW&nsN$d?^2B_NAGXrprz`|QibZG!!W&mZb2FVKBjz=*WTt{rkMxfcL*w}5a4#rG>;KxzRGn_-E`Hw~=E4zJ?8NdvK2oEoO z^*>!R>$4x20N|BZwg^H;$CDck^3Q9B1-@b+0ALvGBl|JHof<*njUJ^Sn-BHI_8qe| zxgsd6HMVMtEx>S{X>svrsbZ#4wZiCoowXdkJ9+6^}21;I#Ut-)J!xsSU%p 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When your ship is subjected to an effect, such as a proton torpedo or a seismic charge, that allows your ship to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw, and only half damage if it fails.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"04VuHxn1zFFcJHRa","name":"Weapon Overload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll your tech die. The next time a ship weapon deals damage before the end of your next turn, it deals additional damage equal to the result of the die. The damage is of the same type dealt by the original attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"0BYJ96ps3bjlHgxt","name":"Targeted Strike","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
When a friendly ship makes an attack against a target, you can use your reaction to expend a power die. You add the power die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"0ChMqVmu5Zbm1MdK","name":"Paragon Coordinator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th tier, you are a paragon of your deployment. When you would expend a Power die or an Inspiring Display die, you can use a d4 instead of expending a die. You can only use this feature once per round.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"17Az370jZXcMRWDn","name":"Quick Fixer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you take the Patch action or conduct ship repairs during recharging, you have advantage on the Constitution (Patch) check. If you already have advantage, you can instead reroll one of the dice once.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"2FXFUjMbxTFaisyv","name":"Call for Backup","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a ship makes an attack roll against your ship, you can use your reaction and expend a power die and command another willing ally ship within 300 feet of the enemy ship to intercede. A crew member on that allied ship manning a weapon station must use their reaction to do so. The enemy ship is then forced to make an attack on the ally ship instead. If the attack misses, the crew member can immediately make a weapon attack against the enemy ship as a part of that same reaction. Roll the power die, and add the result to the ally’s attack roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"2GMuH7TIypF8O3bB","name":"Overload Systems","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

Also at 5th rank, you learn how to overload the systems of a ship remotely. As an action, you can attempt to breach the systems of the target of your System Disruption. The ship must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, the target’s flying speed reduced by half, it’s turning speed is doubled, it takes a -2 penalty to AC and Dexterity saving throws, it’s shields no longer regenerate, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the ship’s abilities, crew, or equipment, it can’t make more than one attack during its turn.

The ship’s pilot makes another Constitution saving throw at the end of its turns. On a successful save, the effect ends.

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

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"2NUqt5H4hmf2X9Gl","name":"Overwhelming Presence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
As an action, you can make a Charisma (Impress) or Charisma (Menace) skill check and expend one power die to attempt to charm or frighten a humanoid creature who can see and perceive your ship within 600 feet. Add the power die to the roll. The target makes a contested Intelligence (Probe) check. If your check succeeds, the target is charmed by you if you used Impress, or frightened of you if you used Menace, until the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"2jb6jifQOX4qBVCg","name":"Sensor Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll a tech die and add it to the next Wisdom (Scan) or Intelligence (Probe) check your ship makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"31BW3kMPL0x4Mdfu","name":"Shield Reinforcement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll your tech die. Your shields immediately regenerate by the result of the die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"3DjYpf6WaOjJ0XbP","name":"Explosive Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you reduce a ship to 0 hit points, you can expend one power die and use a bonus action on your turn to make one additional ship attack against a different ship within range. If that attack hits, add the power die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"4FymUPeOoWd7sBty","name":"Paragon Tech","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th tier, you are a paragon of your deployment. When you make a Strength (Boost) check or a Constitution (Regulate) check, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"4ktPeAWuEbtF8UkV","name":"That's a Good Trick","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, you can take a reaction to give disadvantage to an attack declared against your ship.

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

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"5AKFz91XZsgc3AuX","name":"Target Acquired","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
As a bonus action, you can expend a power die and hone in on a target you can see. The next attack roll made by your ship has advantage, and if the attack hits, add the result of the die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"5PaDhVwt5qs6DQob","name":"Koiogran Turn","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When you are the target of an attack roll, you can expend a power die and attempt to maneuver out of the line of fire. Roll the die, take the result, and multiply it by 50. You immediately move that many feet in a direction of your choice. The orientation of your ship does not change.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"5xo8nrgomVc9jOSM","name":"Leader Extraordinaire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

You regain all expended uses of your Inspiring Display, Rallying Cry, and Commanding Presence features when you finish a short or long rest.

Additionally, when you roll an Uplifting Directive number, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Finally, when a creature uses an Inspiring Display die, they take the maximum instead of rolling. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"6R7dm1mCOW7Y4bfC","name":"Precision Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. If that attack hits, add the power die to the attack’s damage roll. You can use this power before or after making the attack roll, but before any effects of the attack are applied.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"7ETJnTSCSBz1Uxne","name":"Payload Delivery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Style"},"rank":{"value":"2nd Rank"},"description":{"value":"

You are skilled with mines, missiles, rockets, and other explosive weapons. When you roll a 1 or 2 on a damage die for a tertiary or quaternary weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"7HcsxIt1o5OLfXcU","name":"Close Blast Doors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to mitigate some of the damage. Reduce the damage done to your hull by the amount rolled on the power die plus the ship’s constitution modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"7J5M5TWI7j6qIMG9","name":"Head's Up","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When you roll initiative and you are not surprised, you can expend a power die and add the number rolled to the initiative of any friendly ship including your own.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"88koeLGnTfBR2yyu","name":"Disrupted Defenses","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

At 3rd rank, the first time the target of your System Disruption takes damage each round, it takes additional damage equal to your System Disruption die. The damage is of the same type dealt by the original attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"8LGucgZjtdXIl6b0","name":"Masterful Interference","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, when you take the Interfere action, you can choose to forgo your proficiency bonus. If you succeed on the check, the target has disadvantage on all ability checks or attack rolls it makes before the start of your next turn, instead of one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"9gB0RnUmYpU58uHq","name":"Power Distribution","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll your tech die and move that number of power dice from their current location to another location.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"9hfNnkr1SKOCZknx","name":"Brace for Impact","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are reduced to zero shields, as a reaction, you can expend a power die to instead reduce your shields to one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"9sKkrdkDLFTvdKiX","name":"Defense Screen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
As a bonus action, you can expend a power die and take a defensive formation as long as there is a friendly ship within 100 feet of you. When you do so, your AC increases by the amount rolled on the die until the start of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"AbRJD4oCtbLlj34R","name":"Heavy Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Style"},"rank":{"value":"2nd Rank"},"description":{"value":"

You are skilled with railguns and turbolasers. While you are firing a secondary weapon, you gain a +2 bonus to attack rolls and save DCs.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"CSUFg11onuVBt0Rw","name":"Rapid Repairman","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"CXpsc3IX1mUE7g78","name":"Enhance Scopes","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
As a bonus action, can expend one power die to increase the ranges of your ship’s next primary or secondary weapon attack by 500 feet. If it hits, you add the power die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"Ct294qAfWB2ueHsL","name":"Dependable Tech","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, you can regain use of your starting tech die as a reaction. Once you’ve used this feature, you must finish a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"DzQgoRfhN5BBRaft","name":"Dependable Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, when you roll for damage with a ship weapon, you can reroll one of the dice, but you must use the new result. You may use this feature a number of times equal to your ranks in gunner. You regain all expended uses when you complete a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"EHbxsR3TYqgx14ox","name":"Paragon of Defense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you are a paragon of your deployment. When you would expend a Power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

Additionally, when you take the Boost Shields or Patch action, when you would roll to restore hull points or shield points, you can take the maximum instead of rolling. You can use this feature before or after making the roll. Once you’ve used this feature, you must com-plete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"EOFtXi7actzLQrCl","name":"Disabling Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. On a hit, the ship has disadvantage on the next ability check or attack roll it makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"Ed71yER1DyL9WIS3","name":"Contingency Plan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, while aboard your ship, you can choose two allies, instead of one, when you take the Direct action.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"FcEz9wGm9RTlQKVI","name":"Steady As She Goes","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
As an action, you can expend one power die to strengthen your allies’ defenses. Roll a power die. Until the end of your next turn, your ship and all allied ships within 500 feet of you when you use this action have a bonus to any saving throws they make equal to the amount rolled.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"Fp2Mv7aql9gZ3tpt","name":"Coordinating Leadership","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn collaborations that are fueled by special dice called power dice.

Collaborations

You learn two collaborations of your choice, which are detailed under “Collaborations” below. You can use only one collaboration per turn, and you can only use each collaboration once per round.

You learn an additional collaboration at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new collaboration, you can also replace one collaboration you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the collaboration.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"GIW5yAeEha7epKqY","name":"Uncanny Dodge","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when an attacker that you can see hits your ship with an attack, you can use your reaction to halve the attack’s damage against your ship.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"GjPn4M3GHYmpNjNz","name":"Feinting Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
You can expend one power die and use a bonus action on your turn to feint, choosing one ship within your primary weapon’s normal range as your target. You have advantage on your next attack roll against that ship. If that attack hits, add the power die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"HPbueMMRtKK6TcG2","name":"Piloting Procedure","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn tactics that are fueled by special dice called power dice.

Tactics

You learn two tactics of your choice, which are detailed under “Tactics” below. You can use only one tactic per turn, and you can only use each tactic once per round.

You learn an additional tactic at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new tactic, you can also replace one tactic you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the tactic.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"HeyQ4XmQDZRbiNSD","name":"Ship Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"JY0Pb98JhGUAyGeU","name":"Attack Pattern Delta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When your ship makes a ship attack while there is a friendly ship within 100 feet of you, you can expend a power die to grant advantage to the roll. If the attack hits, add the result of the die to the attack’s damage roll.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"Ja3M4Dsep6lfYUTW","name":"Starship Charge","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When you take the Ram action, you can expend a power die to increase the damage. On a failed save, the target ship takes additional kinetic damage equal to the amount rolled on the die + your ship’s Strength modifier. Your ship has resistance to the additional damage dealt by this tactic.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"JlBFNmACItJ0vFlP","name":"Crippling Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to cripple it. Add the power die to the attack’s damage roll, and the target ship’s flying speed is reduced by half until the end of their next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"KkMIZcjcecE3trO8","name":"Dependable Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, when you would make a Dexterity (Maneuvering) check while assigned as a pilot, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature a number of times equal to your ranks in piloting. You regain all expended uses when you complete a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"L4rvUVp9SLw7EQSB","name":"Haywire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, when you target a ship with your System Disruption feature, it must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, while it is the target of your System Disruption feature, the first time it makes an attack roll or a saving throw each round, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"LLUJ5KWK4yQCi7OG","name":"Venture","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Universal"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 of Starships of the Galaxy for a list of ventures).

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"MPE9v00SrW329UWR","name":"Reroute Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, as an action on each of your turns, you can reroute power between your ship’s engines, shields, and weapons through use of the ship’s power coupling. A power coupling can be toggled to neutral, where all three aspects function normally, or can divert power to a specific system.

When diverting power to a system, the effects of that system are doubled:

  • Engines: A ship’s flying speed is doubled.
  • Shields: Shields take half damage and shield regeneration rate is doubled.
  • Weapons: Weapons deal double damage.

When diverting power to a system, power to the other systems is halved:

  • Engines: A ship’s flying speed is reduced by half.
  • Shields: Shields take double damage and shield regeneration rate reduced by half.
  • Weapons: Ship weapon damage is reduced by half.
"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"MZLYQTFwmVQlgWpv","name":"Reroute Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Additionally, when your ship’s shields are fully depleted, you can use your reaction to immediately restore a number of shield points equal to your Intelligence modifier. Once you’ve used this feature, you must finish a long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"MtyVkb4XFvjKsHGO","name":"Gunning Style","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, you adopt a particular style of gunning as your specialty. Choose one of the Gunning Style options, detailed in Chapter 6. You can’t take a Gunning Style option more than once, even if you later get to choose again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"NcdJUlCVRxJHiYmZ","name":"Gunning Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, you master a particular style of gunning. Choose one of the Gunning Mastery options, detailed in Chapter 6. You can’t take a Gunning Mastery option more than once, even if you later get to choose again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"NuRAuSavRUTntle8","name":"Ship Mechanic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"OGpaIWWJUTx2UVmO","name":"Inspiring Display","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, you can inspire others through stirring words. You spend the next minute rallying your allies by giving an inspiring speech. You grant a number of ships up to your proficiency bonus temporary hull points equal to your Charisma modifier. You also grant to a number of crew members up to your proficiency bonus from those ships one Inspiring Display die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiring Display die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiring Display die is rolled, it is lost. A creature can have only one Inspiring Display die at a time.

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

Your Inspiring Display die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"OzcohUskPdHG9wId","name":"Battle Stations","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
If you are surprised at the start of combat and aren’t incapacitated, you can expend one power die to act normally. Additionally, on your first turn in combat, as a bonus action you can choose a number of creatures equal to the amount rolled on the power die who can see or hear you to act normally on their first turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"PMxG5cMOa1Ke5xSZ","name":"Reactor Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As an action, you can roll your tech die. Your reactor immediately produces that many power dice that must be stored immediately based on your ship’s power coupling. For any power dice produced in excess of your ship’s capacity to store, your ship takes that many hull points in damage.

Additionally, your ship must succeed on a Constitution (Regulation) check (DC = 10 + the number rolled on your tech die) or take hull damage equal to one hull die + your ship’s strength modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"PbKfAYFLeuxBpP4d","name":"Disarming Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
As an action, you can expend one power die to attempt to disarm the target. You add the power die to your ship’s next attack roll. On a hit, in addition to the normal damage taken, the target must make a Constitution saving throw. On a failed save, you disable a weapon of the target ship of your choice until the ship recharges.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"PlI0gpY9bSXOTdm7","name":"Expose Weakness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend a power die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"RZxFrOs6LwFxQgyB","name":"Quick Regen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you take the Boost Shields action, you have advantage on the Strength (Boost) check. If you already have advantage, you can instead reroll one of the dice once.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"RrKCi2wsalQrLNH9","name":"Rapid Repairman","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"SpWkFzgpS2crMmwo","name":"Penetrating Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to attempt to damage another ship with the same attack. Choose a second ship within 150 feet of and directly behind your initial target. If the original attack roll would hit the second ship, it takes damage equal to the number you roll on your power die. The damage is of the same type dealt by the original attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"SyiaGrnvJyBupkuq","name":"Quiet Electronics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll a tech die and add it to the next Dexterity (Stealth) check your ship makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"T3NM6sGjXhqJ6mFK","name":"Systems Block","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship makes an attack roll, you can use your reaction and expend a power die and add it to the attack roll. On a hit, the target’s next attack has disadvantage and it cannot regain shield points until the start of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"T4AijVDwLiIizBL0","name":"I Need More Power!","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you use your action to regenerate your ship’s shields, you can use a bonus action to expend a power die and add its result to the amount regenerated.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"TTg5J1WepZxAqkOS","name":"Payload Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Mastery"},"rank":{"value":"4th Rank"},"description":{"value":"

You are the master of missiles, rockets, and other shipboard explosive weapons. While you are firing a tertiary or quaternary weapon, you can choose to reduce the DC by an amount equal to your proficiency bonus. If you do, and the target fails the saving throw, they take additional damage equal to twice your proficiency bonus.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"TneJLAOFQ2HYHTmZ","name":"Engine Tuning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As an action, you can roll your tech die. Take the result of the die and multiply it by 50. The flying speed of your ship increases by this amount until the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"U7EWM1BOvgRDjo4k","name":"Heavy Gun Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Mastery"},"rank":{"value":"4th Rank"},"description":{"value":"

You are the master of railguns and turbolasers. While you are firing a secondary weapon, before you make an attack, you can choose to double your proficiency bonus. If the attack hits, you reduce the damage dealt by an amount equal to your proficiency bonus.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"UXrfTXCo0SUfGfkL","name":"Paragon Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

At 5th rank, when you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

Additionally, when you make an attack roll while deployed as a gunner, you can choose to make the roll a critical hit. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"UfnbGK8T1ho44lAq","name":"Incite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Incite

Power Die Location: Comms
On your turn, you can use an action and expend one Power die to bolster the resolve of a crew on your or another allied ship who can see or hear you. The allied ship can add your ship’s Charisma modifier to a number of damage rolls they make until the start of your next turn equal to the number rolled on the die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"V3fT3R6dhqeo4Yud","name":"Improved Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, your critical hit range with primary and secondary weapons increases by 1, and when a ship rolls a 1 on a saving throw against a tertiary or quaternary weapon that you control, they treat the effect’s damage as if it had rolled the maximum.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"VFz9qzr3AxxCrCgn","name":"Operational Control","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn disruptions that are fueled by special dice called power dice.

Disruptions

You learn two disruptions of your choice, which are detailed under “Disruptions” below. You can use only one disruption per turn, and you can only use each disruption once per round.

You learn an additional disruption at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new disruption, you can also replace one disruption you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the disruption.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

Saving Throws

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

Disruption save DC = 8 + your proficiency bonus + your ship’s Charisma modifier

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"VMOayuwvc9eD754b","name":"Brutal Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, you can roll the weapon damage dice one additional time when determining the extra damage for a critical hit with a ship weapon.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"VmkxPzNndRFPwvdA","name":"I'll Try Spinning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you use take the Evade action, you can choose to have all attacks against you from a single ship have disadvantage until the beginning of your ship’s next turn.

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

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"WFOYYe3vDHoNUUI9","name":"Dependable Damage Control","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Starting at 3rd rank, when your ship would make a Constitution Saving throw, you can take take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature once before completing a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"YKYT8RRcFYpPByyD","name":"Rallying Cry","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

At 3rd rank, as a bonus action, you can extend a rallying cry to those that can hear you. Choose a number of friendly creatures up to twice your Charisma modifier that can see or hear you. Each of those creatures gains an Inspiring Display die that lasts until the end of your next turn.

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

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"aaJBvhIo9mFBaU4U","name":"Break the Lock","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When the ship fails a Strength, Dexterity, or Constitution saving throw, as a reaction, you can expend a power die to attempt to recover. Roll the die and add the result to the saving throw.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"akxzwk9XmNTX9KMU","name":"Bolster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
On your turn, you can use your action and expend one power die to bolster the resolve of the crew of your or another allied ship. That ship gains temporary hit points equal to the power die roll + your Charisma modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"aqA8Oqnw1oj7ex1z","name":"Skim the Surface","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
As a bonus action, you can expend a power die and attempt to fly through the space of a hostile ship. Roll the die, take the result, and multiply it by 50. Your ship’s flying speed increases by that amount until the end of your turn. Additionally, moving through a hostile ship’s space does not count as hostile terrain this turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"b8m62D2EelLhHlZv","name":"Powerful Patch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Powerful Patch

Power Die Location: Shields
As an action, you can expend one power die to use a hull dice and recover Hull Points. You gain additional Hull Points equal to the amount rolled on the power die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"btd77ZPsBBLROfg8","name":"Gunner Techniques","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn gambits that are fueled by special dice called power dice.

Gambits

You learn two gambits of your choice, which are detailed under “Gambits” below. Many gambits enhance an attack in some way. You can use only one gambit per attack, and you can only use each gambit once per turn.

You learn an additional gambit at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new gambit, you can also replace one gambit you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the gambit.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"cUyB5pogFQW0K1vl","name":"Snap Roll","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":"Tactic"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Engines
When you are hit by a ship attack, you can expend a power die and attempt to roll to mitigate the damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"cWApupkpuwEgtUY5","name":"Paragon Operator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you are a paragon of your deployment. When you would expend a Power die or a System Disruption die, you can use a d4 instead of expending a die. You can only use this feature once per round.

Additionally, you regain all expended uses of your System Disruption feature when you finish a short or long rest.

Lastly, when you would make an Interfere, Scan, or Probe check while deployed as an operator, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"cgXu21dmJHNe1IUY","name":"Comms Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":"Technique"},"rank":{"value":"1st Rank"},"description":{"value":"

As a bonus action, you can roll a tech die and add it to the next Charisma (Interfere) check your ship makes before the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"dSMbwvdqRmrHWvwl","name":"Angle Deflector Shields","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to redirect some of the impact. Reduce the damage absorbed by your shields by the amount rolled on the power die plus the ship’s intelligence modifier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"eGPYPKMmAahccHGj","name":"Distracting Shot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gambit"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to give your allies an opening. You add the power die to the attack’s damage roll, and the next attack roll against the target by someone other than you has advantage if the attack is made before the start of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"eIS5gnYe7POBq7dc","name":"Uplifting Directive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, when you take the Direct action, roll a d20. Note the number on the d20. This becomes your uplifting directive number.

While you have an uplifting directive number, when an ally makes an ability check or attack roll affected by your Direct action, you can replace the result of a d20 roll with the value of the uplifting directive roll. You can use this feature before or after making the roll, but before any effects of the roll are determined. You can only have one uplifting directive roll at a time, and you lose any unused uplifting directive rolls when you complete a short or long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"hbxNu6cTyA58N6hM","name":"Bring 'Em Back Up!","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you have no shields, as an action, you can expend one power die to use a shield die to bring your shields back online with a value equal to your ship’s regeneration rate plus the amount rolled on the power die.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"iq1avDe2RfQ7N5qR","name":"Supreme Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you learn to briefly and massively boost your ship’s system. When you use a technique that uses a bonus action, you can use another, different technique that also uses a bonus action this turn. Additionally, instead of rolling your Tech die for these uses, you can choose to take the maximum.

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

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"izw9rhXgoBbRRjQK","name":"Pilot Extraordinaire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

Also at 5th rank, you are a master at the helm. As a bonus action, you can harness your experience in a brief but awe-inspiring burst. Until the end of your next turn, you have advantage on Dexterity (Maneuvering) checks, your ship has advantage on Strength and Dexterity saving throws, and attack rolls against your ship have disadvantage.

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

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"j38Mv9jlqn3528U4","name":"Cunning Avoidance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, once per round, when your ship is hit with a ship attack or fails a saving throw, you can make a Dexterity (Maneuvering) check, and instead use that value for your AC or saving throw.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"kIfJI9XlQjnhvrBV","name":"System Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn techniques to quickly augment different systems on your ship that are fueled by special dice called tech dice.

Techniques

You learn two techniques of your choice, which are detailed under “Techniques” below. You can use only one technique per turn, and you can only use each technique once per round.

You learn an additional technique at 2nd, 3rd, 4th and 5th rank in this deployment. Each time you learn a new technique, you can also replace one technique you know with a different one.

Tech Dice

Your techniques are represented by your tech die, the starting size of which is a d4. Using your tech die does not expend it.

Your tech die changes when you reach certain ranks in this deployment. The die becomes a d6 at 2nd rank, a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

Creative Thinking

If you roll a 1 on your tech die, it decreases by one die size until the end of your next turn. This represents you burning through your creativity. For example, if the die is a d6 and you roll a 1, it becomes a d4. If it’s a d4 and you roll a 1, it becomes unusable until the end of your next turn.

Conversely, if you roll the maximum number on your tech die, it increases by one die size until the end of your next turn, up to a d12. This represents you having a creative break-through. For example, if you roll a 4 on a d4, the die then becomes a d6. If it’s a d12 and you roll a 12, on future rolls until the end of your next turn, you can roll an extra die and choose which die to use.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"kQ9Pc3QNb4deJLrM","name":"Hacked Communications","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
As an action, you may expend a power die, and choose any number of ships that you can see within 600 feet of you. Each ship must succeed on a Wisdom saving throw or take ionic damage equal to the number rolled on the die + your ship’s Charisma modifier (minimum of one). Additionally, on a failed save, the ship’s communication devices are disabled until rebooted.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"lJI403bCY0sK5aip","name":"Sensor Blast","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship hits a target with a weapon attack, you can expend one power die as a reaction to attempt to saturate the target’s sensors. You add the power die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than your ship until the end of your next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"mLSe2KZoyfq7gZgV","name":"Threat Assessment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, as a bonus action, you can learn certain information about the capabilities of the target of your System Disruption. The GM tells you if the ship is your ship’s equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • An ability score
  • Armor Class
  • Current total hull and shield points
  • Total ship tiers (if any)
  • Total deployment ranks (if any)
"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"nBl18Fr4ATBb43hQ","name":"System Disruption","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

At 2nd rank, as a bonus action while deployed as an operator, you can choose a ship that you can see within 1,000 feet and target its systems for disruption. For the next minute, or until you disrupt another target, you have advantage on any Wisdom (Scan) or Intelligence (Probe) check you make to find it.

Additionally, when the ship makes an ability check, attack roll, or saving throw, you can use your reaction to disrupt the ship’s functions. Roll a System Disruption die, which is a d6, and subtract it from the ability check, attack roll, or saving throw. You can choose to use this feature after the ship makes its roll, but before the GM says whether the roll succeeds or fails. You can use this feature twice. You gain another use of this feature at 3rd, 4th, and 5th rank in this deployment. You regain any expended uses when you finish a long rest.

Your System Disruption die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"nbsrtzVPHmEBhUhi","name":"Supreme Save","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th rank, you learn how to quickly isolate massive damage on your ship. As a reaction, when you would otherwise be reduced to zero hull points, you can instead reduce your hull points to one.

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

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"ncymxu1MtAHKWAUq","name":"Remote Sensors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Sensors
Whenever you make a Wisdom (Scan) or an Intelligence (Probe) check, you can employ the aid of remote sensors by expending a power die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"ne9IKjZ0KB6nI3ko","name":"Paragon Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Pilot"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

As of 5th tier, you are a paragon of your deployment. When you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"palv7BFYTist5fg9","name":"Protean Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, you can choose a second Gunning Style option.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"qXDMAo7RIIFboDx3","name":"Cannoneer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Style"},"rank":{"value":"2nd Rank"},"description":{"value":"

You are skilled with laser cannons. While you are firing a primary weapon, you gain a +2 bonus to damage rolls and save DCs.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"rC1rUMK9ydrYST6E","name":"Intensify Shields","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to AC equal to the amount rolled on the power die. This includes the triggering attack.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"rufV6GZiNRlxwnGJ","name":"Defense Stratagems","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"1st Rank"},"description":{"value":"

Also at 1st rank, you learn stratagems that are fueled by special dice called power dice.

Stratagems

You learn two stratagems of your choice, which are detailed under “Stratagems” below. Many stratagems enhance a defense in some way. You can use only one gambit per attack, and you can only use each stratagem once per turn.

You learn an additional stratagem at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new stratagem, you can also replace one stratagem you know with a different one.

Power Dice

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the stratagem.

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"tdCvvsmTpTmDSvcm","name":"Watch Out","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":"Collaboration"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship, including your own, who can see or hear you makes a saving throw, you can use your reaction and expend a power die, adding the number rolled to the result of the saving throw. You can use this collaboration before or after making the saving throw, but before any effects of the saving throw are determined.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"uIJwWQbv92GSHJTN","name":"Countermeasures","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":"Stratagem"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Shields
When you fail a Dexterity Saving throw forced by a Ship weapon, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to dexterity saving throws equal to the amount rolled on the power die. This includes the triggering save.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"uJGsPzJhAieYxO9L","name":"Maximum Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":""},"rank":{"value":"5th Rank"},"description":{"value":"

Also at 5th rank, when you hit a ship with a ship attack, you can deal maximum damage with that attack.

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

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"vHUmONolfVq8xCFj","name":"Last Resort","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Technician"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, when your ship makes a destruction saving throw, it adds its Constitution modifier to the roll (minimum of +1). Additionally, when you roll a ship’s Hull Die to regain hull points or Shield Die to regain shield points, the minimum number of points it can regain from the roll equals twice the ship’s constitution modifier (minimum of 2).

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"vkjxkQWUsfX5ekjI","name":"Efficient Reroute","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Mechanic"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

Also at 4th rank, when you reroute power you only halve power to one other system of your choice.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"x3hIvJ33mMBLdn9N","name":"Commanding Presence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"4th Rank"},"description":{"value":"

At 4th rank, you learn a new way to use your Inspiring Display. While aboard your ship, when a creature that can see or hear you fails an ability check, attack roll, or saving throw, you can use use your reaction to aid that creature provided it did not already have or use an Inspiring Display die this turn. The creature can then roll the die and add it to the result.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"ySoRjQ6Fx6npb3yW","name":"Cannon Mastery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Gunner"},"featureType":{"value":"Gunning Mastery"},"rank":{"value":"4th Rank"},"description":{"value":"

You are the master of laser cannons. While you are firing a primary weapon, when you take the Attack action, you can choose to fire rapidly at the expense of accuracy. Your attacks are made without the aid of your proficiency bonus, but you use your bonus action to make an additional attack, also without your proficiency bonus.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"zHih7MUFtxy6v1KD","name":"Reactor Vulnerability","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":"Disruption"},"rank":{"value":"1st Rank"},"description":{"value":"

Power Die Location: Comms
When a friendly ship hits a ship with a weapon attack, you can expend a superiority die as a reaction to temporarily destabilize the ship’s reactor. Add the number rolled to the damage of the weapon attack and the ship must succeed on a Constitution saving throw or be shocked until the end of its next turn.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"zqN0Gdp5x3G206VZ","name":"Masterful Directive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Coordinator"},"featureType":{"value":""},"rank":{"value":"3rd Rank"},"description":{"value":"

Also at 3rd rank, when you roll your uplifting directive number as a part of the Direct action, you can use your bonus action to increase your uplifting directive number by an amount equal to your proficiency bonus. If this would increase the value of your uplifting directive number to more than 20, it instead becomes 20.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Coordinator.webp","effects":[]} +{"_id":"ztIE2ALy6aPI9lAg","name":"Improved Interference","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deploymentfeature","data":{"deployment":{"value":"Operator"},"featureType":{"value":""},"rank":{"value":"2nd Rank"},"description":{"value":"

Also at 2nd rank, when you use take the Interfere action, you have advantage on the Charisma (Interfere) check. If you already have advantage, you can instead reroll one of the dice once.

"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} diff --git a/packs/packs/deployments.db b/packs/packs/deployments.db new file mode 100644 index 00000000..4175e2fd --- /dev/null +++ b/packs/packs/deployments.db @@ -0,0 +1,6 @@ +{"_id":"6t3DOvGdpOMkYUtI","name":"Operator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

\"Watcher's Confidence, please proceed to docking bay ninety-four,\" comes over the freighter's speakers for a third time. Frantically, the chiss operator types as fast as he can, attempting to disguise his ship's transponder code and true designation. Finally, with a satisfied sigh and a single keystroke, he completes the new temporary identity to his ship.

\n

Methodically, the voss operator types away on the datapad in front of her, one eye on the console and the other on her quarry. As she sees the ship's trajectory abruptly change, she completes her commands, overloading their systems. The ship immediately slows, it's turning become sluggish, enabling the voss to overtake it.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The human operator immediately jumps into the co-pilot's seat and interfaces with the control panel. He engages a comm scrambler, disrupting the communications of the enemy ships, in an effort to diminish their coordination.

\n

Operators share their love of a challenge; to overcome the obstacle that few others can comprehend. While they aren't always celebrated, operators are an integral part of any ship's crew.

","description":"

The Operator

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Operational Control
2ndSystem Disruption, Improved Interference
3rdDisrupted Defenses, Threat Assessment
4thMasterful Interference, Haywire
5thParagon Operator, Overload Systems
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Operational Control

\n

Also at 1st rank, you learn disruptions that are fueled by special dice called power dice.

\n

Disruptions

\n

You learn two disruptions of your choice, which are detailed under “Disruptions” below. You can use only one disruption per turn, and you can only use each disruption once per round.

\n

You learn an additional disruption at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new disruption, you can also replace one disruption you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the disruption.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Saving Throws

\n

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

\n

Disruption save DC = 8 + your proficiency bonus + your ship’s Charisma modifier

\n

Disruptions

\n

The collaborations are presented in alphabetical order.

\n

Enhance Scopes

\n

Power Die Location: Sensors
As a bonus action, can expend one power die to increase the ranges of your ship’s next primary or secondary weapon attack by 500 feet. If it hits, you add the power die to the attack’s damage roll.

\n

Disarming Shot

\n

Power Die Location: Sensors
As an action, you can expend one power die to attempt to disarm the target. You add the power die to your ship’s next attack roll. On a hit, in addition to the normal damage taken, the target must make a Constitution saving throw. On a failed save, you disable a weapon of the target ship of your choice until the ship recharges.

\n

Hacked Communications

\n

Power Die Location: Comms
As an action, you may expend a power die, and choose any number of ships that you can see within 600 feet of you. Each ship must succeed on a Wisdom saving throw or take ionic damage equal to the number rolled on the die + your ship’s Charisma modifier (minimum of one). Additionally, on a failed save, the ship’s communication devices are disabled until rebooted.

\n

Reactor Vulnerability

\n

Power Die Location: Comms
When a friendly ship hits a ship with a weapon attack, you can expend a superiority die as a reaction to temporarily destabilize the ship’s reactor. Add the number rolled to the damage of the weapon attack and the ship must succeed on a Constitution saving throw or be shocked until the end of its next turn.

\n

Remote Sensors

\n

Power Die Location: Sensors
Whenever you make a Wisdom (Scan) or an Intelligence (Probe) check, you can employ the aid of remote sensors by expending a power die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

\n

Sensor Blast

\n

Power Die Location: Comms
When a friendly ship hits a target with a weapon attack, you can expend one power die as a reaction to attempt to saturate the target’s sensors. You add the power die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than your ship until the end of your next turn.

\n

Systems Block

\n

Power Die Location: Comms
When a friendly ship makes an attack roll, you can use your reaction and expend a power die and add it to the attack roll. On a hit, the target’s next attack has disadvantage and it cannot regain shield points until the start of your next turn.

\n

Targeted Strike

\n

Power Die Location: Sensors
When a friendly ship makes an attack against a target, you can use your reaction to expend a power die. You add the power die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

System Disruption

\n

At 2nd rank, as a bonus action while deployed as an operator, you can choose a ship that you can see within 1,000 feet and target its systems for disruption. For the next minute, or until you disrupt another target, you have advantage on any Wisdom (Scan) or Intelligence (Probe) check you make to find it.

\n

Additionally, when the ship makes an ability check, attack roll, or saving throw, you can use your reaction to disrupt the ship’s functions. Roll a System Disruption die, which is a d6, and subtract it from the ability check, attack roll, or saving throw. You can choose to use this feature after the ship makes its roll, but before the GM says whether the roll succeeds or fails. You can use this feature twice. You gain another use of this feature at 3rd, 4th, and 5th rank in this deployment. You regain any expended uses when you finish a long rest.

\n

Your System Disruption die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

\n

Improved Interference

\n

Also at 2nd rank, when you use take the Interfere action, you have advantage on the Charisma (Interfere) check. If you already have advantage, you can instead reroll one of the dice once.

\n

Disrupted Defenses

\n

At 3rd rank, the first time the target of your System Disruption takes damage each round, it takes additional damage equal to your System Disruption die. The damage is of the same type dealt by the original attack.

\n

Threat Assessment

\n

Also at 3rd rank, as a bonus action, you can learn certain information about the capabilities of the target of your System Disruption. The GM tells you if the ship is your ship’s equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • An ability score
  • \n
  • Armor Class
  • \n
  • Current total hull and shield points
  • \n
  • Total ship tiers (if any)
  • \n
  • Total deployment ranks (if any)
  • \n
\n

Masterful Interference

\n

At 4th rank, when you take the Interfere action, you can choose to forgo your proficiency bonus. If you succeed on the check, the target has disadvantage on all ability checks or attack rolls it makes before the start of your next turn, instead of one.

\n

Haywire

\n

Also at 4th rank, when you target a ship with your System Disruption feature, it must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, while it is the target of your System Disruption feature, the first time it makes an attack roll or a saving throw each round, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Paragon Operator

\n

As of 5th rank, you are a paragon of your deployment. When you would expend a Power die or a System Disruption die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Additionally, you regain all expended uses of your System Disruption feature when you finish a short or long rest.

\n

Lastly, when you would make an Interfere, Scan, or Probe check while deployed as an operator, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Overload Systems

\n

Also at 5th rank, you learn how to overload the systems of a ship remotely. As an action, you can attempt to breach the systems of the target of your System Disruption. The ship must make a Constitution saving throw (DC = 8 + your bonus to Interfere checks). On a failed save, the target’s flying speed reduced by half, it’s turning speed is doubled, it takes a -2 penalty to AC and Dexterity saving throws, it’s shields no longer regenerate, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the ship’s abilities, crew, or equipment, it can’t make more than one attack during its turn.

\n

The ship’s pilot makes another Constitution saving throw at the end of its turns. On a successful save, the effect ends.

\n

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

"},"folder":"H32p1XK09eJcqL89","sort":400000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Operator.webp","effects":[]} +{"_id":"8B0449FqtXP02WVs","name":"Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

The trandoshan bounty hunter hides in his assault craft behind a nearby asteroid, patiently awaiting his prey. As it passes along its predetermined course, the trandoshan detonates the seismic charges, disintegrating the ship.

\n

As the gunship moves away from its parent vessel, the zabrak soldier begins scoping out the opposing fleet. As the two forces engage, the gunner chooses his target, engaging his railgun. After its 3-second charge time, a massive blast of energy projects towards his target, vaporizing it instantly.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The human runs to her gunning station, hops into the chair, and engages the controls. As her twi'lek pilot maneuvers the ship out of danger, the gunner draws a bead on the offending snubfighter, before unleashing a quick 1-2 volley and detonating them in a fiery blaze.

\n

Whether coming from a military, criminal, or civilian background, all gunners share the same love of precise and effective destruction of their targets.

","description":"

The Gunner

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Gunner Techniques
2ndGunning Style, Improved Critical
3rdDependable Gunner, Brutal Critical
4thGunning Mastery, Protean Gunner
5thParagon Gunner, Maximum Power
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Gunner Techniques

\n

Also at 1st rank, you learn gambits that are fueled by special dice called power dice.

\n

Gambits

\n

You learn two gambits of your choice, which are detailed under “Gambits” below. Many gambits enhance an attack in some way. You can use only one gambit per attack, and you can only use each gambit once per turn.

\n

You learn an additional gambit at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new gambit, you can also replace one gambit you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the gambit.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Gambits

\n

The gambits are presented in alphabetical order.

\n

Crippling Shot

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to cripple it. Add the power die to the attack’s damage roll, and the target ship’s flying speed is reduced by half until the end of their next turn.

\n

Disabling Shot

\n

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. On a hit, the ship has disadvantage on the next ability check or attack roll it makes before the end of your next turn.

\n

Distracting Shot

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to give your allies an opening. You add the power die to the attack’s damage roll, and the next attack roll against the target by someone other than you has advantage if the attack is made before the start of your next turn.

\n

Explosive Shot

\n

Power Die Location: Weapons
When you reduce a ship to 0 hit points, you can expend one power die and use a bonus action on your turn to make one additional ship attack against a different ship within range. If that attack hits, add the power die to the attack’s damage roll.

\n

Expose Weakness

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend a power die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Feinting Shot

\n

Power Die Location: Weapons
You can expend one power die and use a bonus action on your turn to feint, choosing one ship within your primary weapon’s normal range as your target. You have advantage on your next attack roll against that ship. If that attack hits, add the power die to the attack’s damage roll.

\n

Penetrating Shot

\n

Power Die Location: Weapons
When you hit a ship with a ship attack, you can expend one power die to attempt to damage another ship with the same attack. Choose a second ship within 150 feet of and directly behind your initial target. If the original attack roll would hit the second ship, it takes damage equal to the number you roll on your power die. The damage is of the same type dealt by the original attack.

\n

Precision Shot

\n

Power Die Location: Weapons
When you make a ship attack roll against a ship, you can expend one power die to add it to the roll. If that attack hits, add the power die to the attack’s damage roll. You can use this power before or after making the attack roll, but before any effects of the attack are applied.

\n

Gunning Style

\n

At 2nd rank, you adopt a particular style of gunning as your specialty. Choose one of the Gunning Style options, detailed in Chapter 6. You can’t take a Gunning Style option more than once, even if you later get to choose again.

\n

Improved Critical

\n

Also at 2nd rank, your critical hit range with primary and secondary weapons increases by 1, and when a ship rolls a 1 on a saving throw against a tertiary or quaternary weapon that you control, they treat the effect’s damage as if it had rolled the maximum.

\n

Dependable Gunner

\n

Starting at 3rd rank, when you roll for damage with a ship weapon, you can reroll one of the dice, but you must use the new result. You may use this feature a number of times equal to your ranks in gunner. You regain all expended uses when you complete a long rest.

\n

Brutal Critical

\n

Also at 3rd rank, you can roll the weapon damage dice one additional time when determining the extra damage for a critical hit with a ship weapon.

\n

Gunning Mastery

\n

At 4th rank, you master a particular style of gunning. Choose one of the Gunning Mastery options, detailed in Chapter 6. You can’t take a Gunning Mastery option more than once, even if you later get to choose again.

\n

Protean Gunner

\n

Also at 4th rank, you can choose a second Gunning Style option.

\n

Paragon Gunner

\n

At 5th rank, when you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Additionally, when you make an attack roll while deployed as a gunner, you can choose to make the roll a critical hit. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Maximum Power

\n

Also at 5th rank, when you hit a ship with a ship attack, you can deal maximum damage with that attack.

\n

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

"},"folder":"H32p1XK09eJcqL89","sort":200000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Gunner.webp","effects":[]} +{"_id":"NCOjzgFbOg6DsjSF","name":"Mechanic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

Flinching occasionally as a cannon blast slams into the ship,
a Chiss engineer quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on their small vessel. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs over to bypass the fried motivator.

\n

Sweat dripping down her brow, the Togrutan mechanic concentrates as she types furiously, trying a new inverter subroutine to eek out just a bit more power from her ship's main reactor. As the whine from the fusion plant increases just a hair, she bites her lip and looks to the pressure gauge. It's holding. She gets on the comm and shout's to her captain, \"Punch it!\" The ship lurches forward, the engines drawing heavily on the new reserves of power. They were going to make it.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. In the cockpit, the sounds of a muffled explosion can be heard. With a shrill chirp, the droid engine tech whirls into action, rolling towards the source of the explosion. As it enters the engine room, it identifies the source of the explosion, and quickly moves to repair the damage.

\n

While mechanics come from all walks of life, they all share one thing in common; they gather an immense satisfaction from keeping their ship running at peak efficiency.

","description":"

The Mechanic

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, System Boost
2ndQuick Fixer, Ship Technician
3rdDependable Tech, Reroute Power
4thRapid Repairman, Efficient Reroute
5thParagon Tech, Supreme Boost
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

System Boost

\n

Also at 1st rank, you learn techniques to quickly augment different systems on your ship that are fueled by special dice called tech dice.

\n

Techniques

\n

You learn two techniques of your choice, which are detailed under “Techniques” below. You can use only one technique per turn, and you can only use each technique once per round.

\n

You learn an additional technique at 2nd, 3rd, 4th and 5th rank in this deployment. Each time you learn a new technique, you can also replace one technique you know with a different one.

\n

Tech Dice

\n

Your techniques are represented by your tech die, the starting size of which is a d4. Using your tech die does not expend it.

\n

Your tech die changes when you reach certain ranks in this deployment. The die becomes a d6 at 2nd rank, a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

\n

Creative Thinking

\n

If you roll a 1 on your tech die, it decreases by one die size until the end of your next turn. This represents you burning through your creativity. For example, if the die is a d6 and you roll a 1, it becomes a d4. If it’s a d4 and you roll a 1, it becomes unusable until the end of your next turn.

\n

Conversely, if you roll the maximum number on your tech die, it increases by one die size until the end of your next turn, up to a d12. This represents you having a creative break-through. For example, if you roll a 4 on a d4, the die then becomes a d6. If it’s a d12 and you roll a 12, on future rolls until the end of your next turn, you can roll an extra die and choose which die to use.

\n

Techniques

\n

The techniques are presented in alphabetical order.

\n

Comms Boost

\n

As a bonus action, you can roll a tech die and add it to the next Charisma (Interfere) check your ship makes before the end of your next turn.

\n

Engine Tuning

\n

As an action, you can roll your tech die. Take the result of the die and multiply it by 50. The flying speed of your ship increases by this amount until the end of your next turn.

\n

Power Distribution

\n

As a bonus action, you can roll your tech die and move that number of power dice from their current location to another location.

\n

Quiet Electronics

\n

As a bonus action, you can roll a tech die and add it to the next Dexterity (Stealth) check your ship makes before the end of your next turn.

\n

Reactor Boost

\n

As an action, you can roll your tech die. Your reactor immediately produces that many power dice that must be stored immediately based on your ship’s power coupling. For any power dice produced in excess of your ship’s capacity to store, your ship takes that many hull points in damage.

\n

Additionally, your ship must succeed on a Constitution (Regulation) check (DC = 10 + the number rolled on your tech die) or take hull damage equal to one hull die + your ship’s strength modifier.

\n

Sensor Boost

\n

As a bonus action, you can roll a tech die and add it to the next Wisdom (Scan) or Intelligence (Probe) check your ship makes before the end of your next turn.

\n

Shield Reinforcement

\n

As a bonus action, you can roll your tech die. Your shields immediately regenerate by the result of the die.

\n

Weapon Overload

\n

As a bonus action, you can roll your tech die. The next time a ship weapon deals damage before the end of your next turn, it deals additional damage equal to the result of the die. The damage is of the same type dealt by the original attack.

\n

Quick Fixer

\n

At 2nd rank, when you take the Patch action or conduct ship repairs during recharging, you have advantage on the Constitution (Patch) check. If you already have advantage, you can instead reroll one of the dice once.

\n

Ship Mechanic

\n

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

\n

Dependable Tech

\n

Starting at 3rd rank, you can regain use of your starting tech die as a reaction. Once you’ve used this feature, you must finish a short or long rest before you can use it again.

\n

Reroute Power

\n

Also at 3rd rank, as an action on each of your turns, you can reroute power between your ship’s engines, shields, and weapons through use of the ship’s power coupling. A power coupling can be toggled to neutral, where all three aspects function normally, or can divert power to a specific system.

\n

When diverting power to a system, the effects of that system are doubled:

\n
    \n
  • Engines: A ship’s flying speed is doubled.
  • \n
  • Shields: Shields take half damage and shield regeneration rate is doubled.
  • \n
  • Weapons: Weapons deal double damage.
  • \n
\n

When diverting power to a system, power to the other systems is halved:

\n
    \n
  • Engines: A ship’s flying speed is reduced by half.
  • \n
  • Shields: Shields take double damage and shield regeneration rate reduced by half.
  • \n
  • Weapons: Ship weapon damage is reduced by half.
  • \n
\n

Rapid Repairman

\n

At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

\n

Efficient Reroute

\n

Also at 4th rank, when you reroute power you only halve power to one other system of your choice.

\n

Paragon Tech

\n

As of 5th tier, you are a paragon of your deployment. When you make a Strength (Boost) check or a Constitution (Regulate) check, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

Supreme Boost

\n

As of 5th rank, you learn to briefly and massively boost your ship’s system. When you use a technique that uses a bonus action, you can use another, different technique that also uses a bonus action this turn. Additionally, instead of rolling your Tech die for these uses, you can choose to take the maximum.

\n

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

"},"folder":"H32p1XK09eJcqL89","sort":300000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Mechanic.webp","effects":[]} +{"_id":"TuvDqpPYOvnUGIoQ","name":"Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

Frantically, the human pilot jukes his x-wing from side-to-side, trying desperately to shake his tail. In a last ditch effort, the pilot hauls back on the yolk, inverting his fighter, before quickly snapping off two proton torpedoes and vaporizing his opponent.

\n

The sullustan maneuvers his B-Wing into position above the Star Destroyer's shield batteries before dropping his payload. As he turns his craft to flee, he takes one last glance over his shoulder, just in time to see the bombs detonate the shield generator in a massive eruption.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The twi'lek pilot immediately takes evasive maneuvers, dodging the incoming volley, before giving her ship's line of fire on the offenders.

\n

Regardless of their choice of career, their origin, and their species, all pilots share one thing in common; the love of flight. They thrive under pressure, be it a dogfight, a bombing run, or smuggler evading the law.

","description":"

The Pilot

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Piloting Procedure
2ndI’ll Try Spinning, Uncanny Dodge
3rdDependable Pilot, Cunning Avoidance
4thThat’s a Good Trick, Evasion
5thParagon Pilot, Pilot Extraordinaire
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Piloting Procedure

\n

Also at 1st rank, you learn tactics that are fueled by special dice called power dice.

\n

Tactics

\n

You learn two tactics of your choice, which are detailed under “Tactics” below. You can use only one tactic per turn, and you can only use each tactic once per round.

\n

You learn an additional tactic at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new tactic, you can also replace one tactic you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the tactic.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Tactics

\n

The tactics are presented in alphabetical order.

\n

Attack Pattern Delta

\n

Power Die Location: Engines
When your ship makes a ship attack while there is a friendly ship within 100 feet of you, you can expend a power die to grant advantage to the roll. If the attack hits, add the result of the die to the attack’s damage roll.

\n

Break the Lock

\n

Power Die Location: Engines
When the ship fails a Strength, Dexterity, or Constitution saving throw, as a reaction, you can expend a power die to attempt to recover. Roll the die and add the result to the saving throw.

\n

Defense Screen

\n

Power Die Location: Engines
As a bonus action, you can expend a power die and take a defensive formation as long as there is a friendly ship within 100 feet of you. When you do so, your AC increases by the amount rolled on the die until the start of your next turn.

\n

Koiogran Turn

\n

Power Die Location: Engines
When you are the target of an attack roll, you can expend a power die and attempt to maneuver out of the line of fire. Roll the die, take the result, and multiply it by 50. You immediately move that many feet in a direction of your choice. The orientation of your ship does not change.

\n

Skim the Surface

\n

Power Die Location: Engines
As a bonus action, you can expend a power die and attempt to fly through the space of a hostile ship. Roll the die, take the result, and multiply it by 50. Your ship’s flying speed increases by that amount until the end of your turn. Additionally, moving through a hostile ship’s space does not count as hostile terrain this turn.

\n

Snap Roll

\n

Power Die Location: Engines
When you are hit by a ship attack, you can expend a power die and attempt to roll to mitigate the damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die.

\n

Starship Charge

\n

Power Die Location: Engines
When you take the Ram action, you can expend a power die to increase the damage. On a failed save, the target ship takes additional kinetic damage equal to the amount rolled on the die + your ship’s Strength modifier. Your ship has resistance to the additional damage dealt by this tactic.

\n

Target Acquired

\n

Power Die Location: Engines
As a bonus action, you can expend a power die and hone in on a target you can see. The next attack roll made by your ship has advantage, and if the attack hits, add the result of the die to the attack’s damage roll.

\n

I’ll Try Spinning

\n

At 2nd rank, when you use take the Evade action, you can choose to have all attacks against you from a single ship have disadvantage until the beginning of your ship’s next turn.

\n

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

\n

Uncanny Dodge

\n

Also at 2nd rank, when an attacker that you can see hits your ship with an attack, you can use your reaction to halve the attack’s damage against your ship.

\n

Dependable Pilot

\n

Starting at 3rd rank, when you would make a Dexterity (Maneuvering) check while assigned as a pilot, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature a number of times equal to your ranks in piloting. You regain all expended uses when you complete a long rest.

\n

Cunning Avoidance

\n

Also at 3rd rank, once per round, when your ship is hit with a ship attack or fails a saving throw, you can make a Dexterity (Maneuvering) check, and instead use that value for your AC or saving throw.

\n

That’s a Good Trick

\n

At 4th rank, you can take a reaction to give disadvantage to an attack declared against your ship.

\n

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

\n

Evasion

\n

Also at 4th rank, your instinctive agility lets you dodge out of the way of certain area effects. When your ship is subjected to an effect, such as a proton torpedo or a seismic charge, that allows your ship to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw, and only half damage if it fails.

\n

Paragon Pilot

\n

As of 5th tier, you are a paragon of your deployment. When you would expend a power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Pilot Extraordinaire

\n

Also at 5th rank, you are a master at the helm. As a bonus action, you can harness your experience in a brief but awe-inspiring burst. Until the end of your next turn, you have advantage on Dexterity (Maneuvering) checks, your ship has advantage on Strength and Dexterity saving throws, and attack rolls against your ship have disadvantage.

\n

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

"},"folder":"H32p1XK09eJcqL89","sort":500000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Pilot.webp","effects":[]} +{"_id":"goeBsNfPxPVrNanH","name":"Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan defense coordinator quickly orders back-up troopers to his position. He peers through his infrared goggles, filtering out the clouds of smoke, ignoring the shouts of his falling comrades as the enemy advances. He raises his own blaster, yelling with anger as the weapon tears into the opposing force. His ship would not be overtaken from within.

\n

Staggering in time with the rocking ship, the ortolan technician rushes down the hallway, hanging wires obstructing her path. As she dodges and jumps over the impediments, she finally reaches the shield generator. With a quick twist of her hydrospanner and a graceless hit with a hammer, she opens the protective cover and reengages the ship's shields. The familiar hum as they power up brings a smile to her lips.

\n

As the flagship exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. On the bridge, the sounds of a muffled explosion can be heard. With practiced ease, the human shield technician jumps to action, calmly angling deflector shields to catch the salvo. Within seconds, the impacts cease, the energy blasts coruscating off the invisible field.

\n

While damage control technicians come from all walks of life, they all share one thing; they gain immense satisfaction from keeping their ship running.

","description":"

The Technician

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Defense Stratagems
2ndQuick Regen, Ship Technician
3rdDependable Damage Control, Reroute Power
4thRapid Repairman, Last Resort
5thParagon of Defense, Supreme Save
\n

Venture

\n

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

\n

Defense Stratagems

\n

Also at 1st rank, you learn stratagems that are fueled by special dice called power dice.

\n

Stratagems

\n

You learn two stratagems of your choice, which are detailed under “Stratagems” below. Many stratagems enhance a defense in some way. You can use only one gambit per attack, and you can only use each stratagem once per turn.

\n

You learn an additional stratagem at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new stratagem, you can also replace one stratagem you know with a different one.

\n

Power Dice

\n

A power die is expended when you use it. Your ship must have a power die at the required system in order to use the stratagem.

\n

Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

\n

Stratagems

\n

The stratagems are presented in alphabetical order.

\n

Angle Deflector Shields

\n

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to redirect some of the impact. Reduce the damage absorbed by your shields by the amount rolled on the power die plus the ship’s intelligence modifier.

\n

Brace for Impact

\n

Power Die Location: Shields
When you are reduced to zero shields, as a reaction, you can expend a power die to instead reduce your shields to one.

\n

Bring 'Em Back Up!

\n

Power Die Location: Shields
When you have no shields, as an action, you can expend one power die to use a shield die to bring your shields back online with a value equal to your ship’s regeneration rate plus the amount rolled on the power die.

\n

Close Blast Doors

\n

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction to mitigate some of the damage. Reduce the damage done to your hull by the amount rolled on the power die plus the ship’s constitution modifier.

\n

Countermeasures

\n

Power Die Location: Shields
When you fail a Dexterity Saving throw forced by a Ship weapon, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to dexterity saving throws equal to the amount rolled on the power die. This includes the triggering save.

\n

I Need More Power!

\n

Power Die Location: Shields
When you use your action to regenerate your ship’s shields, you can use a bonus action to expend a power die and add its result to the amount regenerated.

\n

Intensify Shields

\n

Power Die Location: Shields
When you are hit by a ship attack, you can expend one power die as a reaction. Until the start of your next turn, your ship has a bonus to AC equal to the amount rolled on the power die. This includes the triggering attack.

\n

Powerful Patch

\n

Power Die Location: Shields
As an action, you can expend one power die to use a hull dice and recover Hull Points. You gain additional Hull Points equal to the amount rolled on the power die.

\n

Quick Regen

\n

At 2nd rank, when you take the Boost Shields action, you have advantage on the Strength (Boost) check. If you already have advantage, you can instead reroll one of the dice once.

\n

Ship Technician

\n

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.

\n

Dependable Damage Control

\n

Starting at 3rd rank, when your ship would make a Constitution Saving throw, you can take take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. You may use this feature once before completing a short or long rest.

\n

Reroute Power

\n

Additionally, when your ship’s shields are fully depleted, you can use your reaction to immediately restore a number of shield points equal to your Intelligence modifier. Once you’ve used this feature, you must finish a long rest before you can use it again.

\n

Rapid Repairman

\n

At 4th rank, when you take the Patch action, you can choose to forgo your proficiently equipped bonus. If you succeed on the check, you can expend 2 Hull Dice, instead of one. For each Hull Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

\n

Last Resort

\n

Also at 4th rank, when your ship makes a destruction saving throw, it adds its Constitution modifier to the roll (minimum of +1). Additionally, when you roll a ship’s Hull Die to regain hull points or Shield Die to regain shield points, the minimum number of points it can regain from the roll equals twice the ship’s constitution modifier (minimum of 2).

\n

Paragon of Defense

\n

As of 5th rank, you are a paragon of your deployment. When you would expend a Power die, you can use a d4 instead of expending a die. You can only use this feature once per round.

\n

Additionally, when you take the Boost Shields or Patch action, when you would roll to restore hull points or shield points, you can take the maximum instead of rolling. You can use this feature before or after making the roll. Once you’ve used this feature, you must com-plete a short or long rest before you can use it again.

\n

Supreme Save

\n

As of 5th rank, you learn how to quickly isolate massive damage on your ship. As a reaction, when you would otherwise be reduced to zero hull points, you can instead reduce your hull points to one.

\n

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

"},"folder":"H32p1XK09eJcqL89","sort":600000,"flags":{},"img":"systems/sw5e/packs/Icons/Deployments/Technician.webp","effects":[]} +{"_id":"hx1NvLOzuEscPrJf","name":"Coordinator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"deployment","data":{"source":"SotG","flavorText":"

\n

The Mon Calamari admiral surveys the battlefield, noting the positioning of his outnumbered fleet. With a quick barking of orders, he directs his officers to relay that his fleet should prepare to converge on the opposing capital ship, with the knowledge that if they can disrupt the enemy's plans, their mission is complete.

\n

The Sith Lord maneuvers his interceptor into formation with his apprentices. Communicating through encrypted channels, he directs them to move outward to flank their quarry. As they converge from the sides, the Sith launches a debilitating volley, disrupting his prey's systems and readying the ship for capture.

\n

As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. As the twi'lek pilot begins evasive maneuvers, the human coordinator immediately jumps to action. He directs his crew towards their stations, while reaching out with the Force. As each of his respective crew members settles into their respective roles, he directs their actions to coincide, leading his team to victory.

\n

Without coordination, many a ship would fall to disorganization and a chaos. It is the job of the coordinator to facilitate communication and teamwork, and to keep his ship, or fleet, productive.

","description":"

The Coordinator

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RankFeature
1stVenture, Coordinating Leadership
2ndInspiring Display, Uplifting Directive
3rdRallying Cry, Masterful Directive
4thCommanding Presence, Contingency Plan
5thParagon Coordinator, Leader Extraordinaire
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Venture

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Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

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Coordinating Leadership

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Also at 1st rank, you learn collaborations that are fueled by special dice called power dice.

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Collaborations

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You learn two collaborations of your choice, which are detailed under “Collaborations” below. You can use only one collaboration per turn, and you can only use each collaboration once per round.

\n

You learn an additional collaboration at 2nd, 3rd, 4th, and 5th rank in this deployment. Each time you learn a new collaboration, you can also replace one collaboration you know with a different one.

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Power Dice

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A power die is expended when you use it. Your ship must have a power die at the required system in order to use the collaboration.

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Your ship gains power dice based primarily on reactor production. These power dice are stored in a central and/or system capacitors to power abilities of deployed crew members. Your power die type is determined by your ship tier.

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Collaborations

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The collaborations are presented in alphabetical order.

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Battle Stations

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Power Die Location: Comms
If you are surprised at the start of combat and aren’t incapacitated, you can expend one power die to act normally. Additionally, on your first turn in combat, as a bonus action you can choose a number of creatures equal to the amount rolled on the power die who can see or hear you to act normally on their first turn.

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Bolster

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Power Die Location: Comms
On your turn, you can use your action and expend one power die to bolster the resolve of the crew of your or another allied ship. That ship gains temporary hit points equal to the power die roll + your Charisma modifier.

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Call for Backup

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Power Die Location: Comms
When a ship makes an attack roll against your ship, you can use your reaction and expend a power die and command another willing ally ship within 300 feet of the enemy ship to intercede. A crew member on that allied ship manning a weapon station must use their reaction to do so. The enemy ship is then forced to make an attack on the ally ship instead. If the attack misses, the crew member can immediately make a weapon attack against the enemy ship as a part of that same reaction. Roll the power die, and add the result to the ally’s attack roll.

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Head’s Up

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Power Die Location: Comms
When you roll initiative and you are not surprised, you can expend a power die and add the number rolled to the initiative of any friendly ship including your own.

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Incite

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Power Die Location: Comms
On your turn, you can use an action and expend one Power die to bolster the resolve of a crew on your or another allied ship who can see or hear you. The allied ship can add your ship’s Charisma modifier to a number of damage rolls they make until the start of your next turn equal to the number rolled on the die.

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Overwhelming Presence

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Power Die Location: Comms
As an action, you can make a Charisma (Impress) or Charisma (Menace) skill check and expend one power die to attempt to charm or frighten a humanoid creature who can see and perceive your ship within 600 feet. Add the power die to the roll. The target makes a contested Intelligence (Probe) check. If your check succeeds, the target is charmed by you if you used Impress, or frightened of you if you used Menace, until the end of your next turn.

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Steady As She Goes

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Power Die Location: Comms
As an action, you can expend one power die to strengthen your allies’ defenses. Roll a power die. Until the end of your next turn, your ship and all allied ships within 500 feet of you when you use this action have a bonus to any saving throws they make equal to the amount rolled.

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Watch Out

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Power Die Location: Comms
When a friendly ship, including your own, who can see or hear you makes a saving throw, you can use your reaction and expend a power die, adding the number rolled to the result of the saving throw. You can use this collaboration before or after making the saving throw, but before any effects of the saving throw are determined.

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Uplifting Directive

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At 2nd rank, when you take the Direct action, roll a d20. Note the number on the d20. This becomes your uplifting directive number.

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While you have an uplifting directive number, when an ally makes an ability check or attack roll affected by your Direct action, you can replace the result of a d20 roll with the value of the uplifting directive roll. You can use this feature before or after making the roll, but before any effects of the roll are determined. You can only have one uplifting directive roll at a time, and you lose any unused uplifting directive rolls when you complete a short or long rest.

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Inspiring Display

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Also at 2nd rank, you can inspire others through stirring words. You spend the next minute rallying your allies by giving an inspiring speech. You grant a number of ships up to your proficiency bonus temporary hull points equal to your Charisma modifier. You also grant to a number of crew members up to your proficiency bonus from those ships one Inspiring Display die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiring Display die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiring Display die is rolled, it is lost. A creature can have only one Inspiring Display die at a time.

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

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Your Inspiring Display die changes when you reach certain ranks in this deployment. The die becomes a d8 at 3rd rank, a d10 at 4th rank, and a d12 at 5th rank.

\n

Rallying Cry

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At 3rd rank, as a bonus action, you can extend a rallying cry to those that can hear you. Choose a number of friendly creatures up to twice your Charisma modifier that can see or hear you. Each of those creatures gains an Inspiring Display die that lasts until the end of your next turn.

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

\n

Masterful Directive

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Also at 3rd rank, when you roll your uplifting directive number as a part of the Direct action, you can use your bonus action to increase your uplifting directive number by an amount equal to your proficiency bonus. If this would increase the value of your uplifting directive number to more than 20, it instead becomes 20.

\n

Commanding Presence

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At 4th rank, you learn a new way to use your Inspiring Display. While aboard your ship, when a creature that can see or hear you fails an ability check, attack roll, or saving throw, you can use use your reaction to aid that creature provided it did not already have or use an Inspiring Display die this turn. The creature can then roll the die and add it to the result.

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You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

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Contingency Plan

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Also at 4th rank, while aboard your ship, you can choose two allies, instead of one, when you take the Direct action.

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Paragon Coordinator

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As of 5th tier, you are a paragon of your deployment. When you would expend a Power die or an Inspiring Display die, you can use a d4 instead of expending a die. You can only use this feature once per round.

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Leader Extraordinaire

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You regain all expended uses of your Inspiring Display, Rallying Cry, and Commanding Presence features when you finish a short or long rest.

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Additionally, when you roll an Uplifting Directive number, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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Finally, when a creature uses an Inspiring Display die, they take the maximum instead of rolling. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

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A hub and spoke coupling system combines attributes of both other systems, providing some flexibility and some increased power storage capacity.

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":5600,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"powerc","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":"2"},"sscap":{"value":"1"},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{"core":{"sourceId":"Item.r7a43aV9Vb5NcoW8"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Power%20Coupling.webp","effects":[],"_id":"sP1BC9NGrvBmLoph"} +{"name":"Hyperdrive, Class 4","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"

The hyperdrive is a propulsion system that allows a starship to reach hyperspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":5000,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"hyper","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":"4"}},"flags":{"core":{"sourceId":"Item.Ze8pbOF2l3CdlZnD"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Hyperdrive.webp","effects":[],"_id":"ysZZRgNNjNrsqz4F"} diff --git a/packs/packs/starshipmodifications.db b/packs/packs/starshipmodifications.db new file mode 100644 index 00000000..45684e99 --- /dev/null +++ b/packs/packs/starshipmodifications.db @@ -0,0 +1,207 @@ +{"_id":"0Fsxt8D98Sofxl4A","name":"Frame, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's reactor. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"1ljWI01OuCXvlJ5H","name":"Backup Hyperdrive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Hyperdrive Slot"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a backup hyperdrive slot on your ship and includes a class 15 hyperdrive. A crew member can switch to or from the backup hyperdrive as an action.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"2Clm8rTqRR7GqnBp","name":"Central Computer, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's central computer. Your artificial intelligence's proficiency bonus increases to 4. Additionally, your artificial intelligence gains proficiency in Piloting and can take pilot-only actions if deployed as the pilot.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"2OMrHT03BxJMP7IW","name":"Carbonite Launcher, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

A storm of cryogenic energy encompasses space in a 300-foot-radius sphere centered on a point within 1200 feet. Each ship in the cylinder must make a Dexterity saving throw (DC = 8 + prof. bonus + ship's wisdom modifier). A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

The storm's area of effect becomes difficult terrain until the end of your next turn.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"2WxwBEDni0YqbIG1","name":"Casino","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers all of the necessary implements, including furniture and customized chips, to run a gambling institution. In order to operate, the casino requires a number of crew members, equal to one-tenth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

A casino can comfortably host a number of guests equal to half the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

At the end of each gaming day, the GM can roll a d20 to determine whether and how much the casino makes or loses money. The amount the casino makes or loses depends on the ship's size:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20 RollLargeHugeGargantuan
2015,000 cr150,000 cr1,500,000 cr
16-197,200 cr72,000 cr720,000 cr
12-153,500 cr35,000 cr350,000 cr
8-111,000 cr10,000 cr100,000 cr
4-70 cr0 cr0 cr
2-3-4,800 cr-48,000 cr-480,000 cr
1-9,000 cr-90,000 cr-900,000 cr
\n

These amounts include the wages of the employees.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"377OskezarDUpB8F","name":"Escape Pods","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds escape pods to your ship. Each escape pod comes equipped with emergency rations and supplies that can support four civilians, crew members, or troopers for 1 week, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The quantity of escape pods is equal to one-fourth the ship's suite capacity, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"3GrxxmbUhglcHNar","name":"Data Core, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Data Core, at a cost. Your ship's Intelligence score increases by 1. One ability score other than Intelligence (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"3RMeXwni1xyQbw0J","name":"Flare Pods","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is a equipped with a series of counter-measure flares. When your ship is forced to make a Dexterity saving throw, a crew member can use their reaction to release a flare. When they do so, your ship has advantage on the triggering saving throw. The crew member can choose to use this feature after the roll is made, but before the GM says whether the roll succeeds or fails. If they already have advantage on the saving throw, they can instead reroll one of the dice once.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"3hobQFx1yBtdO6MX","name":"Mechanic's Shop","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with all of the proper equipment to house droids and small constructs, complete with integrated astrotech's tools, a demolitions kit, and a mechanic's kit. While utilizing either of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.

  • Demolitions kit: Over the course of a long rest, you can temporarily improve the potency of one grenade or mine. If the chosen explosive is used before the end of your next long rest, its DC becomes 8 + your proficiency bonus + your Intelligence modifier, and it deals extra damage equal to your Intelligence modifier. The damage is of the same type dealt by the chosen explosive.
  • Mechanic's Kit: Whenever you make an Intelligence (Mechanic's Kit) check to make a repair, you can treat a d20 roll of 9 or lower as a 10, as long as you spend at least ten minutes repairing it.

Lastly, this suite can house droids and constructs, depending on the ship's size:

  • Small: A Small mechanic's shop can house one Medium droid or construct.
  • Medium: A Medium mechanic's shop can house one Huge droid or construct.
  • Large: A Large mechanic's shop can house one Gargantuan droid or construct.
  • Huge: A Huge mechanic's shop can house 10 Gargantuan droids or constructs.
  • Gargantuan: A Gargantuan mechanic's shop can house 100 Gargantuan droids or constructs.

Alternatively, this suite can house droids of other sizes. A Gargantuan droid takes up the space of two Huge droids, which in turn takes up the place of two Large droids, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"4K5cyQWh4Bv2dWgP","name":"Frame, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Frame, at a cost. Your ship's Constitution score increases by 1. One ability score other than Constitution (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"4RfHRs8adL6tbBHi","name":"Electrical Dischargers","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action a crew member may cause your ship to emit a burst of electricity. Each ship within 50 feet, other than you, must succeed on a Dexterity saving throw (DC = 8 + prof. bonus + ship's strength modifier) or take 1d6 lightning damage.

This power's damage increases by 1d6 for every tier your ship is above first tier: 2nd tier (2d6), 3rd tier (3d6), 4th tier (4d6), and 5th tier (5d6).

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"4gyWfS6apf3osttd","name":"Power Backup","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a back up battery, which can give it renewed energy. When your ship is reduced to 0 hull points but not destroyed outright, a crew member can use their reaction to have it drop to 1 hull point instead. Alternatively, if the ship is making Destruction saving throws, a crew member can use their action to have the ship automatically succeed on a Destruction saving throw.

Once either feature has been used, the power backup can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"4mUhwNPzHBDFSgKd","name":"Luxury Quarters","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suit features separate rooms, which come fully furnished, with its own refresher station. When a creature completes a long rest involving this suite, they regain all spent Hit Dice, instead of only half of them, and their exhaustion level is reduced by 2, instead of only 1. This suite features a number of private quarters equal to half the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"4nlVzDZe8DJJhWPo","name":"Frame, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Frame. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"4qOvj79tv2XxQfMi","name":"Thrusters, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"4rKESBEskTCQuqqP","name":"Slave Circuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a slave circuit in your ship to improve automation. You reduce the minimum crew requirement by half.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"50FW28s2hpSXm5jr","name":"Power Converter, Prototype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Premium Power Converter"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's power converters. Your ship is expertly equipped for Constitution (Regulation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"6WERMowP2JnKaV0U","name":"Transmitters, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Transmitters have reached their maximum potential. Your ship's Charisma score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"6YjuCoVzaVhplvT4","name":"External Docking System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with an airlock and couplers designed to attach and connect to one or more ships of a size category smaller as described below. As an action, a crew member can engage or disengage the external docking system. While a ship is coupled to your ship, the ships can share primary systems as appropriate, and creatures can transfer between ships readily. While an external docking system is occupied by at least one ship, your ship's flying speed decreases by 50 feet (to a minimum of 50 feet), its turning speed increases by 50 feet, and its hyperdrive is considered one class greater (to a maximum of Class 20) for determining travel time in hyperspace.

Alternatively, this suite can accommodate multiple ships of smaller size. A Huge ship takes up the space of 10 Large ships, which in turn takes up the place of 10 Medium ships. One Medium ship takes up the space of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"7VXRObiGv5oBMzNn","name":"Resilient Hull","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's hull to make it more adaptive. Your ship is proficiently equipped for Constitution saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"7gFSZKE8qzMNC8Dk","name":"Hyperdrive Slot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a hyperdrive slot on your ship and includes a class 15 hyperdrive.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"7lmBjM4Lol73UE6x","name":"Docking Bay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with an integrated mechanic's kit and has space for all of the necessary equipment to launch, receive, repair, rearm, and house another starship. The size it can house varies depending on the ship's size.

  • Medium: A Medium docking bay can house one Tiny ship.
  • Large: A Large docking bay can house two Medium ships.
  • Huge: A Huge docking bay can house one Large ship.
  • Gargantuan: A Gargantuan docking bay can house one Huge ship.

Alternatively, this suite can house multiple ships of smaller size. A Huge ship takes up the space of 10 Large ships, which in turn takes up the place of 10 Medium ships. One Medium ship takes up the space of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger. Up to two docking bays can be combined to combine their storage capacity.

Over the course of 1 minute, a pilot can launch or dock in the docking bay.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"896UAKVKGxZnCnRq","name":"Astromech Socket","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system adds space for an astromech crew member and allows a single deployed astromech crew member to take the Boost Engines, Boost Shields, and Boost Weapons action as a bonus action on their turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"8EFk1HFrDmOaLrEY","name":"Power Converter, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's power converters. Your ship is proficiently equipped for Constitution (Regulation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"9GRMJmEd2PiwZOyv","name":"Boarding Pods","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds boarding pods to your ship. Boarding pods are designed to be fired at a ship, burrow into the ship's hull, and inject host droids to overcome the target ship. Each boarding pod can support ten Medium or smaller droids. The quantity of boarding pods is equal to one-hundredth of the ship's suite capacity, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Boarding pods are Small size and have a flying speed of 200 feet, a turning speed of 100 feet, an AC of 12, and 10 hull points. Boarding pods do not have weapons, but the pilot can take the Ram action. The DC for the saving throw is 12, and the target has disadvantage. On a failure, the ship takes 2d4 kinetic damage, and the pod burrows into the ship's hull, releasing its contents on the target ship.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"9NMdRe467tsvS34R","name":"Resilient Processors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's computer to make it more adaptive. Your ship is proficiently equipped for Intelligence saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"AVm6PGi066bIJMeS","name":"Crew Expansion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

You integrate an additional seating arrangement in your ship. Your ship's maximum crew capacity increases by 1.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Ab2tsWl9jCQR4BUA","name":"Remote Override, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

Additionally, your starship's maximum crew requirement becomes 2, and can support 2 remote controllers.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Aok9P0HQWl1g1air","name":"Secondary Transponder Code","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification implements a secondary transponder code into your ship's sublight engines. This transponder code can differ from your primary transponder code in terms of ship's owner, designation, make and model, any registered modifications, and the ship's ownership history.

A crew member can switch the ship's transponder code as an action. A creature can determine this transponder code is a fake by making an Intelligence (Technology) check (DC = 8 + your ship's bonus to Charisma (Swindle) checks). On a success, they determine that your transponder code is a fake.

Additionally, your ship is proficiently equipped for Charisma (Swindle) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"AvzD0oALrfWgmqgx","name":"Equipment Room","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds an equipment room, adding 4 modification slots to your base modification capacity.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"B9S1eVkxKdolPW3v","name":"Sensor Array, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"BO95e8sDsYBXYp5R","name":"Mining Laser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a laser used to extract ores and other minerals from objects such as asteroids. Checks made while using the mining laser for determining outcomes of work (for example, using downtime rules from Wretched Hives) are made with advantage. If you already have advantage on the roll, you can instead reroll one of the dice once.

Additionally, a crew member can activate the mining laser as an action in order to make a Strength (Boost) check against a ship that is touching you (for example, a ship that is ramming or being rammed by your ship, or one you are landed on) (DC = the ship's AC). On a success, the adjacent ship takes 1d8 + Strength modifier energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"BYohq8gy1rcc3SiB","name":"SLAM","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship gains a SubLight Acceleration Motor (SLAM). As an action, a pilot can activate the SLAM to gain extra Movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 300 feet, for example, your ship can move up to 600 feet on its turn if you SLAM. Any increase or decrease to your speed changes this additional Movement by the same amount. If your ship's speed of 300 feet is reduced to 150 feet, for instance, your ship can move up to 300 feet this turn if you SLAM.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"BsaMIAGtOy4ZRR0t","name":"Data Core, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"C9NxteDU3ujgjvpJ","name":"Self-Destruct Mechanism","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a self-destruct mechanism that can cause immense destruction at the expense of the ship. A crew member can activate the self-destruct mechanism as an action, setting a timer up to 10 minutes in length. When the timer expires, the ship explodes, dealing thermite damage to each enemy within range. The damage is calculated as follows; for each Hull Die the ship has, roll it and add the ship's Strength modifier to the roll.

The range that the self-destruct mechanism impacts varies, depending on the ship's size:

  • Tiny: A Tiny ship deals damage to each ship within 50 feet of it.
  • Small: A Small ship deals damage to each ship within 100 feet of it.
  • Medium: A Medium ship deals damage to each ship within 200 feet of it.
  • Large: A Large ship deals damage to each ship within 400 feet of it.
  • Huge: A Huge ship deals damage to each ship within 1,000 feet of it.
  • Gargantuan: A Gargantuan ship deals damage to each ship within 2,000 feet of it.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"CHUwghAkez6ETMyL","name":"Hydroponics Garden","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite grows plants for either consumption or commerce.

\n

If the Garden is configured for consumption, every day it produces common food in an amount capable of supporting a number of civilians, crew members, or troopers equal to one-tenth the ship's suite capacity, as shown in the @JournalEntry[FP3ZDd5KEXJIpqkZ]{Starship Size Food Capacity} table.

\n

If the Garden is configured for commerce, at the end of every month (7 weeks of 5 days) it produces plant goods with a market value in Credits of 10 times the ship's suite capacity, as shown in the @JournalEntry[FP3ZDd5KEXJIpqkZ]{Starship Size Food Capacity} table. In some cases, a GM may determine that this value could be increased if a particularly rare plant good is produced. In such cases, the players may need to procure rare starter material such as seeds or cuttings to start or continue production.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"COVmf2S7nlATl2la","name":"Reactor, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"DQlFYUhnL5pUfnDL","name":"Active Camouflage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Stealth Device"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

This system improves the stealth mode function on your ship. While active, your ship no longer has disadvantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners, and no longer has to roll on the [Hyperspace Mishaps](#Hyperspace%20Mishaps) table before entering hyperspace while stealth mode is active.

Additionally, your ship is expertly equipped for Dexterity (Hide) checks. If it is already expertly equipped, it instead gains a bonus equal to half the ship's tier (rounded up).

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"Dc7E9d6Bt0KeaNlc","name":"Reactive Shielding Compensator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add a reactive compensator to your ship's shield generator granting your shields resistance to energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"E2fQEyDuj20CSvHX","name":"Sensor Array, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Sensor Array has reached it's maximum potential. Your ship's Wisdom score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"ETdddqryZ0EBUiKk","name":"Ship Slicer, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

As an action, a crew member can dictate a one-word command to a ship you can see within 600 feet. The target must succeed on an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier) or follow the command on its next turn. If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the ability ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Deactivate. The target becomes disabled and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Halt. The target doesn't move and takes no actions.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"FMhoVBYx8RGqqNiB","name":"Reactor, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's reactor has reached it's maximum potential. Your ship's Strength score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"FtAWJsL0RRmXrTm5","name":"Holding Cells","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes a security post and a number of individual holding cells, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table, equipped with both a key and a code lock. Holding cell doors are magnetically sealed to prevent them opening in the event of power failure.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Gf49HqxtlDhmCCEa","name":"Sensor Dampener","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a remote sensor dampener to your ship. As an action, a crew member can attempt to dampen the sensors of a ship they can see within 1,000 feet. The target makes a Wisdom saving throw (DC = 8 + your Charisma (Interfere) bonus. On a failed save, the ship is blinded for 1 minute. As an action on each of the ship's turns, a crew member on the affected ship can repeat this save, ending the effect on a success.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

Additionally, your ship is proficiently equipped for Dexterity (Hide) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"GzoToFFniZ6aDIF9","name":"Navcomputer, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark III"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification greatly improves the navcomputer on your ship. You have a +2 (non-cumulative) bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"H1PmkigBok9ThtyJ","name":"Adaptive Ailerons","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

While you are in atmosphere, this modification reduces your turn speed by 100 feet (min. 50 feet) and grants you a +1 bonus to AC and Dexterity saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"HLafdmoUIoBmLksO","name":"Comms Package, Prototype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Comms Package, Premium"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification improves the native communications on your ship. Crew members can now communicate in real time with any planets, space stations, and starships in the same territory as you as long as they are similarly equipped.

Additionally, when your ship sends out communications, those communications can be encrypted, only understandable by recipients with the cipher. A crew member can encrypt communications by making an Intelligence (Slicer Tools) check, setting the decrypt DC. Another crew member can spend 1 minute attempting to decode the encrypted communications by making an Intelligence check against the decrypt DC. On a success, they decrypt the message. On a failure, they do not decrypt your encrypted message, and can't attempt to do so again for one day.

Lastly, your ship is expertly equipped for Charisma (Broadcast) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"Hh0CyoLWJfZTWedW","name":"Central Computer, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's central computer. Your ship can now take bonus actions granted by modifications. Additionally, your ship can now take any standard action except the attack action and pilot-only actions.

Finally, your ship is expertly equipped for Intelligence (Data) checks and gains advantage on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Hir2WB20wyrA4Qbe","name":"Blinding Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals thermite damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit, or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is blinded until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"Hx3L4ZThqS3uYW6t","name":"Recreation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a bar and lounge area, as well as multiples of each gaming set and musical instrument, and can accommodate a number of civilians, crew members, or troopers equal to twice the twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. While utilizing any of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.

\n
    \n
  • Gaming set or musical instrument: While playing one of the gaming sets or musical instruments, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have advantage on Wisdom (Insight) checks to read the emotions of those you performed for or competed against.
  • \n
\n

Lastly, when a creature completes a long rest involving this suite, they gain advantage on the first ability check or attack roll they make before the start of their next long rest.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Hzhx4W4JfDvPXnbU","name":"Ablative Plating Layer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add an ablative coating to your hull, granting your hull resistance to energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IBOdwwIxDdp8zCOM","name":"Frame, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Frame. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IOvy2IhFk8S7oVNj","name":"Sensor Array, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IYa2asuIJTz4XtHn","name":"Resilient Comms","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's communications systems to make them more adaptive. Your ship is proficiently equipped for Charisma saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"IoYVzcgMuyJ8JI45","name":"Hidden Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with hidden storage compartments, which have a capacity equal to half your ship's base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} table on page 55. Finding the hidden storage compartments requires a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check, which is made with disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"JP7bwXHUbOx4IyY6","name":"Scanner, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system augments the native radar scanner on your ship. Your ship gains blindsight out to 1,000 feet.

Additionally, your ship is proficiently equipped for Intelligence (Probe) and Wisdom (Scan) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"JjSlgyN3WQaaKiz8","name":"Laboratory","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with a complete biochemist's kit, herbalism kit, and poisoner's kit integrated. While utilizing any of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.

  • Biochemist's kit: Over the course of a long rest, you can temporarily improve the potency of one medpac. If the medpac is consumed before the end of your next long rest, when a creature uses this medpac, they take the maximum instead of rolling.
  • Herbalism kit: Over the course of a long rest, you can remove one poison or disease from a friendly creature within reach.
  • Poisoner's kit: Over the course of a long rest, you can temporarily improve the potency of one poison. If the poison is used before the end of your next long rest, its DC becomes 8 + your proficiency bonus + your Intelligence modifier, and it deals extra poison damage equal to your Intelligence modifier.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Jr5YKiCA6thwoOCJ","name":"Frame, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Frame has reached it's maximum potential. Your ship's Constitution score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"JwMJdDd8fJEIjTyn","name":"Ejection Pod","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You integrate an ejection seat and pod in your ship. When your ship is reduced to 0 hull points but not destroyed outright, you can use your reaction to eject the pod from the ship.

The pod includes emergency rations and supplies that can support one creature for 1 day, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The pod is Tiny size and has a flying speed of 150 feet, a turning speed of 50 feet, an AC of 10, and 5 hull points. The pod includes one unit of fuel.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"JwPUPOP4Brpj2MMw","name":"Electromagnetic Scrambler, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, a crew member may scramble the targeting protocols of nearby ships. Each ship in a 300-foot-radius sphere centered on a point within 1200 feet must make a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies up to a minute, until the ability ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

A crew member must use it's bonus action to maintain this ability.

Whenever the affected ship chooses another target, it must choose the target at random from among the ships it can see within range of the attack, power, or other ability it's using.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"JzaWLjwY7GXXKYUr","name":"Central Computer, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

You ship's central computer has reached its maximum potential. Your artificial intelligence's proficiency bonus increases to 6. Additionally, it gains expertise in Piloting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"KWcCCOTTo8UFdxhD","name":"Amphibious Systems","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This modification allows your ship and all of its systems (including weapons) to function underwater. Your ship gains a swimming speed equal to half of its normal speed.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"KibrXkKm3aGV9UlV","name":"Data Core, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"KqO60MEqXVwjKFri","name":"Sensor Array, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"LQmThkYygucU0f6y","name":"Resilient Sensors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's sensors to make them more adaptive. Your ship is proficiently equipped for Wisdom saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"LtlcZYsKPVOdBJwk","name":"Alternative Fuel Converter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with an alternative fuel converter which allows the conversion of materials to a potential fuel source. Over the course of 10 minutes, a crew member can make a constitution (Regulation) check (DC = 10 or half the number of days since the ship's last refueling, whichever number is higher). On a success, the ship recovers one day's worth of fuel.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"M0o3LpNXhnL8SEsm","name":"Resilient Thruster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's thruster to make it more adaptive. Your ship is proficiently equipped for Dexterity saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"MCf4UdMxbP4S4t0o","name":"Scanner, Prototype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Scanner, Premium"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification improves the radar scanner on your ship.

Your ship is expertly equipped for Intelligence (Probe) and Wisdom (Scan) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"MMrhnmG2blkL3e4M","name":"Cryogenic Capacitor, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Cryogenic Capacitor"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's reserve power cells. Your ship is expertly equipped for Strength (Boost) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"MnhP8lE7GpYN93TA","name":"Tractor Beam","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a tractor beam to a ship, which can be used to grasp and guide vessels and debris.

As an action, you can activate the tractor beam, which has a range of 1,000 feet and a limited firing arc, as described in Chapter 9. Each ship within the firing arc must make a Strength saving throw (DC = 8 + ship tier + the ship's Strength modifier). On a failed save, a ship is tractored. As a bonus action, a player can move a tractored ship 100 feet in any direction. As an action, a pilot of a tractored ship can repeat the saving throw, ending the effect on a success.

The saving throws are made with advantage if the target is larger than you, and with disadvantage if smaller.

If you are attempting to tractor a ship larger than you, fail or success, you can choose to gain the tractored condition and move yourself instead.

You can end the tractor beam at any time (no action required).

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"NRUhbz7tNTZFfpeo","name":"Living Quarters","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite features separate rooms to house a number of civilians, crew members, or troopers, determined by the ship's size, as well as communal refresher stations (one for every four rooms). Each room comes fully furnished. When a creature completes a long rest involving this suite, their exhaustion level is reduced by 2, instead of only 1.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"NdTB1pTCUV2Mrqy8","name":"Comms Package, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification augments the native communications on your ship. Crew members can now communicate in real time with any planets, space stations, and starships in the same sector as you as long as they are similarly equipped.

Additionally, your ship is proficiently equipped for Charisma (Broadcast) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"NhFPpQ8PHyA7d5Bf","name":"Vault","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with a vault, which has a capacity equal to half your ship's base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} table on page 55. The vault is equipped with both a key and a code lock, and is magnetically sealed to prevent it opening in the event of power failure. The vault can be accessed with a DC 25 Intelligence (Security Kit) check. When the vault is accessed, an alarm sounds in the Bridge and Security Suite (if it exists). If a player rolls a 30 or higher on the Intelligence (Security Kit) check to unlock the vault, or has the key or code, the alarm can be bypassed.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"NmeTEWrdUDF7RVJx","name":"Turret Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Fixed Hardpoint"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The Turret Hardpoint is a modification to a Fixed Hardpoint that grants an improved firing arc. The weapon attached to the chosen fixed hardpoint now has an unlimited firing arc in addition to its limited arc, as described in chapter 9. This hardpoint also installs a dedicated gunner station at or about the hardpoint. Attacks made utilizing the unlimited firing arc can only be made by a crew member deployed at the dedicated gunner station of the weapon.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"NsPNIyPJB6vNW4hi","name":"Threat Tracker","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

You equip your ship with a specialized defensive computer system. When you would make a Dexterity saving throw, you

can instead make a Wisdom saving throw. You can use this feature a number of times equal to your ship's

Wisdom modifier. All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"OGRw0vYpO6oiva5M","name":"Transmitters, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"OLL6PDMXsLlTnJek","name":"Armory","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with an amount of simple and martial blasters and vibroweapons, as well as light, medium, and heavy armor and shields, to outfit a force equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. Additionally, it comes with a number of firing ranges to accommodate a number of troopers equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"Ob7WgDyrwnPU62MQ","name":"Thrusters, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Thrusters have reached it's maximum potential. Your ship's Dexterity score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"OrlQHcI2E4VP7gqe","name":"Cryogenic Capacitor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install high-efficiency reserve power cells giving your ship the ability to better meet peak power demands. Your ship is proficiently equipped for Strength (Boost) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"P2gZumGzDl0eQ3fy","name":"Storage Compartment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite increases the cargo capacity on your ship by its base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} on page 55.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"P43GTMZJ97K6b8rk","name":"Invulnerability Drive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

Your ship is equipped with an experimental device which can render it immune to all damage. As an action, a crew member can activate the drive. Once activated, the drive lasts for 1d4 rounds, granting the following benefits:

  • Your ship is immune to all damage.
  • Your ship's flying speed is reduced by half.
  • Your ship's turning speed is doubled.

A crew member can end this effect at any time, no action required. When the effect ends, the crew member must make a Destruction saving throw. On a failure, the ship suffers 1 level of [System Damage](#System%20Damage).

Once this feature has been used, it can't be used again until the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"P7ykvfuXq6zCwRnQ","name":"Navcomputer, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification improves the navcomputer on your ship. Your ship is expertly equipped for Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"PAPCj7dsWyVBzwVo","name":"Buzz Droid Cloud","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may scatter a large number of Buzz Droids across space in a 200-foot radius sphere centered on a point within 1500 feet. These Buzz Droids tear apart the hull of any ship that encounters them. The area becomes difficult terrain for the duration. When a ship moves into or within the area, it takes 2d4 kinetic damage directly to the hull for every 50 feet it travels.

The Buzz Droids are nearly invisible in the darkness of space. Any creature or ship that can't see the area at the time the area is created must make a Wisdom (Scan) check (DC 15) to notice the Buzz Droids before entering the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship is refitted.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"PDqitTZ4C5dgB9Rr","name":"Explosive Payload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Tertiary or Quaternary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When a ship fails a saving throw against the chosen weapon and another ship is within 50 feet of it, the second ship must also make the saving throw. On a failed save, the second ship takes damage equal to your ship's Strength modifier. The damage is of the same type dealt by the original attack.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"PI8IrRhoEIF7O3Zf","name":"Reactor, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"PbvGBsPYkv84OUKe","name":"Ship Slicer, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

Choose a Small or smaller ship you can see. The target must make an Intelligence (DC = 8 + prof. bonus + ship's charisma modifier) saving throw. On a failed save, it is disabled until the start of your next turn. Each time the ship takes damage or is the target of a hostile power or ability while disabled in this way, it can repeat this saving throw, ending the effect on a success.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"Pd0sEF20lQlgBqB8","name":"Inertial Dampeners","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This system lessens the transfer of external impacts into the ship's interior. When you are forced to make a Concentration check due to damage, impacts, or explosions exterior to the ship, you have advantage.

Additionally, when you take the Evade action, skill checks and attack rolls made by your ship or anyone on it do not suffer from disadvantage from the evasion. Once this feature has been used, it can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Peaahgd1s3Y5ZWE8","name":"Transmitters, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Transmitters, at a cost. Your ship's Charisma score increases by 1. One ability score other than Charisma (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"QZdhTsA8dH8d6hLv","name":"Ionizing Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals energy damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon; when you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit; when the target ship rolls a 1 on the saving throw to avoid the weapon's effects; or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is ionized until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"Ql4JV9fxBghEdHVn","name":"Full Salvo Protocol","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon Slave Array"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

Hardpoints having an additional limited or unlimited arc can now be fired remotely without suffering any disadvantage imposed by being remote from the dedicated gunner station.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"R694gjJ1ItlMlHH3","name":"Data Core, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"ROJWhxXIyZ7rAKXL","name":"Ship Slicer, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk I"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may upload a computer virus that stalls a ship. Roll 7d6; if the ship's remaining hull points are less than the total, the ship is stalled for one minute or until the ship takes damage,.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"S2ZaGImPmkWRa7N6","name":"Shield Bleedthrough","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship's reactor is overhauled to give temporary boosts to your ship's weapon batteries. When your ship hits another ship with a primary or secondary weapon attack while it still has shield points, a crew member can use their reaction to cause some of the damage to bleed through. The damage the ship's shields take is reduced by an amount equal to your ship's Strength modifier. The ship's hull then takes this much damage. This damage is of the same type as the weapon's damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"S6hfOFjHoMMWbvT7","name":"Tibana Gas Projector, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member can shoot a thin sheet of flames from the ship. Each ship in a 150-foot cone must make a Dexterity saving throw (DC = 8 + prof. bonus + ship's constitution modifier). A ship takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"TIakSCO93mkS3Yvs","name":"Power Harpoon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

As an action, a crew member may make a ship weapon attack with the power harpoon. The harpoon's range is 400/1600 ft. On a hit, the target is harpooned, connecting your ship to the target by a 1,600 foot cable.

At any time as a free action, if the connected objects are closer than 1600 feet, a crew member on your ship can choose whether the cable is slack or taught. When the cable is taught, any movement by one object away from the other, tows the other object. When the cable is taught, movement by the first object away from the other object is considered movement through difficult terrain if the first object is within one size category of the other object. An object two or more size categories smaller than the other object cannot move away from the other object when the cable is taught.

If the objects are 1600 feet apart, the cable is always taught.

While connected by the cable, a crew member can use a bonus action to reel, pulling your ship towards the target (if larger than your ship), or the target to-wards your ship (if the same size or smaller than your ship) by 200 feet. At any time, a crew member on your ship can release the cable (no action required).

As an action, a crew member of a harpooned ship can attempt to remove the harpoon. To do so, the ship must succeed on a Strength (boost) check contested by your Strength (boost) or Dexterity (maneuver) check.

Once this feature has been used, it can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"TfPhFlV7VEFe9W5Y","name":"Ship Slicer, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, a crew member may cause a ship that you can see within 600 feet to succeed on an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier) or be incapacitated for up to a minute, until the ability ends. At the end of each of its turns, the ship can make another Intelligence saving throw. On a success, the power ends on the target.

A crew member must use it's bonus action to maintain this ability.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"Tt5GVwK05lU1s8C3","name":"Supercharger Station","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a number of separate unique stations equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. When a techcaster completes a long rest involving this suite, as long as they have their techcasting focus, they gain temporary tech points equal to their tech power maximum power level + their Intelligence modifier (minimum of one). When you would spend a tech point while you have temporary tech points, the temporary tech points are spent first. All temporary tech points are lost at the end of your next long rest.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"UK3mMCtg63OMIr9s","name":"Advanced SLAM","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"SLAM"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

Your ship's SubLight Acceleration Motor (SLAM) has been enhanced, granting more utility. When a pilot takes the Dash action, the increase now equals twice your speed, after applying any modifiers. With a speed of 300 feet, for example, your ship can move up to 900 feet on its turn if you dash. Any increase or decrease to your speed changes this additional Movement by the same amount. If your ship's speed of 300 feet is reduced to 150 feet, for instance, your ship can move up to 450 feet this turn if you dash.

This action still affects your entire ship: any skill check or attack roll made by your ship or anyone on it has disadvantage.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":"","condition":""},"actionType":"","target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"duration":{"value":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"V1eMLUl6MEKKT5SY","name":"Droid Brain, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's droid brain has reached its maximum potential. Your droid brain's proficiency bonus increases to 6. Additionally, it gains a rank in a Deployment of your choice.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"VObTH7byKqPYLlrj","name":"Transmitters, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"VXhsESFxzTv0MP4b","name":"Absorptive Shielding","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add an absorbtive capacitor to your shield generator, granting your shields resistance to kinetic damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"W4CCvtAAmx4OC21B","name":"Shock Absorbers","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship has been modified to withstand sudden impacts, and to be more effective at ramming. Your ship has resistance to kinetic damage caused by ramming.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"WPPoNVwcxaj6u9Bv","name":"Thrusters, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"WhUqAtiBqBrTQoh4","name":"Plating, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's plating. Your ship's Armor Class is now 14 + Dexterity modifier (maximum of +2) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"WrOIpd3HGfhSclSX","name":"Central Computer, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's central computer. Your artificial intelligence's proficiency bonus increases to 5. Additionally, when your artificial intelligence takes the Interfere action, it has advantage on the Intelligence (Interfere) check.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"Wzf1sZU4bcewRZwa","name":"Shocking Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals kinetic damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon; when you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit; when the target ship rolls a 1 on the saving throw to avoid the weapon's effects; or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is shocked until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"XHkoaKBkRZpc6F88","name":"Improved Countermeasures","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Countermeasures"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification enhances your ship's countermeasures, allowing it to quickly clear lingering effects. As an action, a crew member can activate this feature, ending the blinded, ionized, shocked, stalled, and stunned conditions.

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship undergoes refitting.

Additionally, your ship is expertly equipped for Wisdom saving throws. If it was already expertly equipped, the ship can now add half its Constitution modifier (rounded down) to its Wisdom saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"XOztlHGNYPona2Yp","name":"Navcomputer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a navcomputer slot on your ship and includes a basic navcomputer. Your ship is proficiently equipped for Intelligence (Astrogation) checks. A crew member can use their bonus action to make their Intelligence (Astrogation) check, rather than their action. Your ship can still only make one check per round.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"XUX3PVyQPsEQQZPp","name":"Interdiction Drive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

You install an interdiction drive on your ship, which can be activated to impede ships around it. As an action, a crew member can engage the interdiction drive. Each ship within 100 feet of your ship must make a Strength saving throw (DC = 8 + the crew members's proficiency bonus + the ship's Strength modifier). On a failed save, a ship's flying speed is reduced by 100 feet and its turning speed is increased by 50 feet until the end of your ship's next turn.

If a ship is two or more sizes larger than your ship, it has advantage on the saving throw. If it is two or more sizes smaller, it instead has disadvantage.

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"XivFNk2hYbVpJ2LJ","name":"Remote Override, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

This modification allows the ship it is installed in to be remotely controlled from anywhere in the system by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"XoI65gAyu88yeLfi","name":"Scanner, Renowned","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Scanner, Prototype"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification massively improves the radar scanner on your ship. Your ship gains truesight out to 1,000 feet.

Your ship has advantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"YQUxNxj9A1P1FC2K","name":"Reactor, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YZlQuS4Urq5hqphv","name":"Data Core, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Data Core has reached it's maximum potential. Your ship's Intelligence score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YcqRq0GNxIugcbBX","name":"Plating, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's plating. Your ship's Armor Class is now 17 + Dexterity modifier (maximum of +0) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YvuhPSZZ746TD8Tg","name":"Droid Brain, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's droid brain. If your ship is Small or Medium, the number of actions it can take each turn increases:

  • Small: A Small ship can take a number of actions equal to half its proficiency bonus (rounded up).
  • Medium: A Medium ship can take a number of actions equal to its proficiency bonus.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YxKJZZqc4dGDFQhP","name":"Electromagnetic Scrambler, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk I"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may choose up to three ships that you can see within 300 feet to make Wisdom saving throws (DC = 8 + prof. bonus + ship's charisma modifier). The first time each turn a target that fails this saving throw makes an attack roll or a saving throw for up to a minute until the ability ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

A crew member must use it's bonus action to maintain this ability.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"ZQ9JukTVtBchjN8u","name":"Thrusters, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's thrusters, at a cost. Your ship's Dexterity score increases by 1. One ability score other than Dexterity (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"ZeCNLOuziz3UU1BI","name":"Feedback Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship's shield is enhanced to reflect damage to would-be attackers. As a reaction to the ship being hit with a primary or secondary weapon, a crew member can use their reaction to deal damage to the attacking ship. The damage depends on your ship's size: 1d4 for a Tiny ship, 1d6 for a Small ship, 1d8 for a Medium ship, 1d10 for a Large ship, 1d12 for a Huge ship, or 1d20 for a Gargantuan ship. The damage is of the same type dealt by the original attack.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"ZiUbcHuemInKki4R","name":"Tibana Gas Projector, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member can dump a load of tibana gas in a 100-foot cube within 600 feet. For the duration, it is difficult terrain.

When the gas appears, each ship in its area must succeed on a Dexterity saving throw (DC = 8 + prof. bonus + ship's constitution modifier) or become ionized. A ship that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

The gas is flammable. Any 50 foot square of the gas exposed to fire burns away in one round. Each ship that enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"Zz8oodhXvn7l9XMu","name":"Communications Suppressor, Protoype","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Communications Suppressor, Premium"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

This modification improves the communications suppressor by adding a decrypter. Your crew has advantage on Intelligence checks to decrypt messages.

Additionally, your ship is expertly equipped for Charisma (Interfere) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"aSXtsSxKtBbloWYx","name":"EMP Device","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a reusable EMP device to disable nearby electronics. As an action, a crew member can activate the device. Each ship, within 100 feet must make a Constitution saving throw (DC = 8 + the crew member's proficiency bonus + the ship's Strength modifier). On a failed save, a ship is stunned for 1 minute. As an action on each of the ship's turns, a crew member can have the ship repeat the saving throw, ending the effect on a success. You ship automatically fails the initial saving throw, but has advantage on subsequent saving throws against this effect.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"aVFfSfkKueISUKQm","name":"Gauss Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Primary or Secondary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you roll a 1 or 2 on a damage die with the chosen weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"aq3G0ttWFx2ifr5f","name":"Security Suite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with a full base of security for your ship, including secured storage, a brig, and a compact armory.

\n
    \n
  • The secured storage can hold an amount equal to one-tenth the ship's base cargo capacity, as shown in the @JournalEntry[pMX6ND1g3oNyo09c]{Starship Size Cargo Capacity} on page 79. The secured storage is equipped with both a key and a code lock, and is magnetically sealed to prevent it opening in the event of power failure. The secured storage can be accessed with a DC 20 Intelligence (Security Kit) check.
  • \n
  • The brig can host a number of prisoners equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.
  • \n
  • The armory comes equipped with an amount of simple blasters and vibroweapons, as well as light armor and shields, to outfit a force equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.
  • \n
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"bXKJ23YuPt7XJwZO","name":"Weapon Slave Array","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger; Fixed Hardpoint"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

A weapon slave array is attached to a hardpoint and used to fire the weapon from the cockpit or other crew station rather than from a dedicated gunner station at the hardpoint. A crew member deployed remote from a dedicated gunner station can now fire this weapon and utilize the additional limited or unlimited arc at disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"bjjdkfw6xZwD4A8V","name":"Remote Control Console","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes the proper equipment necessary for a crew member to take remote control of another ship from the safety of their own ship. A number of crew members can be deployed at a time in remote ships from this suite equal to one quarter of the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. The distance at which this suite can connect to remote ships is limited by the communications of the ship this suite is installed in.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"cKIMaA2tK6a2eWRT","name":"Kennel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with all of the proper equipment to house beasts. When making Animal Handling checks on your ship, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, this suite can house a number of medium beasts equal to half of the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Alternatively, this suite can house beasts of other sizes. A Huge beast takes up the space of two Large beasts, which in turn takes up the place of two Medium beasts, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"dAHe6Wmk5LYFyvd7","name":"Remote Override, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

Your starship's maximum crew requirement becomes 3, and can support 3 remote controllers.

Additionally, your ship can be remotely controlled from anywhere in the sector by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"dJcTZQo0ys42giYo","name":"Damage Control System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

You install a damage control system on your ship. A crew member can take the Patch action as a bonus action. This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

Additionally, your ship is proficiently equipped for Constitution (Patch) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"dUwolCVDYga5Koy4","name":"Pinpointing Addition, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Secondary weapon; Pinpointing Addition"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"1"},"description":{"value":"

The weapon's close range returns to its normal close range.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"dg2Jxd2PMPr37HKc","name":"Nano-Droid Distributor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a nano-droid distributor that allows it to repair other ships. When a crew member takes the Patch action, they can instead repair another ship within 100 feet. You spend and roll one of your ship's Hull Dice, and the target ship regains that many hull points.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"dwWN5V6gFD8OGgXg","name":"Plating, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's plating. Your ship's Armor Class is now 12 + Dexterity modifier + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"dzdPTs2HjnIGhyZa","name":"Transmitters, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"e1RSrGCk8bkEWrba","name":"Extra Fuel Tank","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This tank adds fuel capacity to your ship equal to half of your ship's normal fuel capacity.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"eUkpKJUFgjXjDP8z","name":"Transmitters, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"eWCtdkMu6zUHxqSU","name":"Investigation Suite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes an integrated disguise kit, forgery kit, security kit, and slicer's kit. While utilizing any of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

Additionally, while utilizing any of these tools, you have advantage on ability checks you make with them. If you already have advantage on the ability check, you can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"f1n93igQVbL7dBYB","name":"Reactive Plating Layer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add a reactive layer to your ship's hull granting your hull resistance to kinetic damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fAILDHuTbkVlWrdj","name":"Central Computer, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's central computer. Your artificial intelligence's proficiency bonus increases to 3. Additionally, your ship can now take reactions granted by modifications and can take the attack action with ship weapons. It is still limited to one action per turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fDSBIOgEC1JyY3T3","name":"Medbay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with first aid supplies to support a number of civilians, crew members, or troopers, determined by the ship's size.

Additionally, this suite comes equipped as follows, depending on the ship's size:

  • Small: One biobed.
  • Medium: Two biobeds.
  • Large: 10 biobeds and four bacta tanks.
  • Huge: 100 biobeds and 40 bacta tanks.
  • Gargantuan: 100 biobeds and 400 bacta tanks.

For every one hour spent in a bacta tank or biobed, a creature's exhaustion level is reduced by 1, and it can roll a Hit Die to recovery hit points without expending the die.

Additionally, if a creature has been dead for less than 1 hour before being put in a bacta tank. It can be revitalized over a 6-hour period. At the end of the 6 hours, the creature recovers 1 hit point, all mortal wounds close, and the creature can now recover hit points and reduce exhaustion as described above. The revitalized creature takes a -4 penalty to all ability checks, attack rolls, and saving throws. Every time the creature finishes a long rest, the penalty is reduced by 1 until it disappears. This feature has no effect on droids or constructs. Once this feature has been used, it can't be used again until the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"fXJYhMhNL172I2O3","name":"Droid Brain, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or smaller"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a droid brain that can singularly control your starship. Your starship's maximum and minimum crew requirement become 0, and your starship cannot benefit from features that would increase or decrease it's crew capacity. The droid brain controls all aspects of the ship, instead. The droid brain has a proficiency bonus of +2, and proficiency in Piloting. In combat, the droid brain rolls its own initiative, to which it gains no bonus.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fhO6bF8DimzM82zw","name":"Broadside Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Two Fixed Hardpoints"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The Broadside Hardpoint is a modification to two Fixed Hardpoints that grants an additional limited firing arc to each hardpoint, as described in chapter 9. The hardpoints must share at least 1 limited firing arc, and the two firing arcs of a hardpoint need not be adjacent. This modification installs a dedicated gunner station for each hardpoint. Attacks made utilizing the additional limited firing arc can only be made by a crew member deployed at the dedicated gunner station of the weapon.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"fhhLlK8C69jhniTv","name":"Plating, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install armor plating. Your ship's Armor Class is now 11 + Dexterity modifier + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fz4RoQpPk4NVhkmE","name":"Remote Override, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

The ship no longer suffers from disadvantage on attack rolls and ability checks while being remote controlled.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"gcvyxsQxEGtAB4zO","name":"Navcomputer, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark IV"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

This modification massively improves the navcomputer on your ship. You have a +3 (non-cumulative) bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"gwH143Rt48TqS1Ps","name":"Fixed Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

A fixed hardpoint is used to mount a primary, secondary, tertiary, or quaternary weapon. A weapon mounted on a fixed hardpoint has a limited firing arc, as described in chapter 9 and can be fired from any crew station.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"h101yxfjp2NrczM1","name":"Droid Brain, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's droid brain. Your droid brain's proficiency bonus increases to 3. Additionally, your ship's droid brain has advantage on initiative rolls.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"hKC1MALcSPXqzPqD","name":"Droid Brain, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's droid brain. Your droid brain's proficiency bonus increases to 4. Additionally, it gains a rank in a Deployment of your choice.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"hU3DRksAgX1IrnKs","name":"Shocking Harpoon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Boarding Harpoon"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

Your ship's harpoon has been modified, allowing it to conduct bursts of energy into the harpooned ship. A harpooned ship has disadvantage on the contested Strength (Boost) check to remove the harpoon. Additionally, as an action on each of their turns, a crew member can deal pulse damage to a harpooned ship. The damage is equal to one of your ship's Shield Dice + your ship's Strength modifier.

Finally, when your ship makes a Strength (Ram) check, it can reroll one of the dice.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"i2Z1B7bX7xrJIBqC","name":"Frame, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Frame. Your ship's Constitution score increases by 1. As normal, you can't increase your ship's Constitution score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"i3g2QxJpw5Xs7iQH","name":"Carbonite Launcher, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member may cause a wave of cold energy to spread out from your ship. Each ship in a 150-foot cone must make a Constitution saving throw (DC = 8 + prof. bonus + ship's wisdom modifier). On a failed save, a ship takes 2d6 cold damage and gains a level of slowed until the end of its next turn. On a success, it takes half as much damage, and suffers no additional effect.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"iBW7FadgLhaKsULk","name":"Interrogation Chamber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes all of the necessary implements and apparatuses necessary to interrogate, or even torture, a number of prisoners equal to half the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. When interrogating a prisoner, the interrogator has advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. If they spend at least an hour interrogating a prisoner, the prisoner has disadvantage on Charisma (Deception) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"iEUuuidd0RIfUJW7","name":"Resilient Reactor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's reactor to make it more adaptive. Your ship is proficiently equipped for Strength saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"j9KSLPXEb3Htpddi","name":"Boarding Harpoon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Hardened Prow"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship has been further modified with a massive grappling harpoon, through which creatures can pass. Your ship is expertly equipped for Strength (Ram) checks.

Additionally, when a deployed pilot takes the Ram action, on a hit, they become harpooned. While harpooned, the target ship's flying speed is reduced to 0, and your ship's flying speed is reduced by half. Your ship's pilot can release the harpooned ship at any time (no action required). The harpooned ship is automatically released if your ship becomes disabled, or if it is forcefully moved more than 100 feet away from your ship.

Removing the Harpoon. A harpooned ship's pilot can use its action to make a contested Strength (Boost) check, ending the effect on a success.

Moving a Harpooned Ship. When your ship moves, it can drag the harpooned ship with it, unless the ship is larger than your ship.

Boarding a Harpooned Ship. While the ship is harpooned, up to six creatures of Medium size or smaller can move through the gap onto the harpooned ship each round.

Recovering the Harpoon. Recovering and reinstalling the harpoon takes 1 minute.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"jCpnhkKLfpX13kAC","name":"Emergency Generator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with an emergency generator to recharge shields. When your ship is reduced to 0 shield points but not destroyed outright, a crew member can use their reaction to have it drop to 1 shield point instead. Alternatively, if the ship has 0 shield points, a crew member can use their action to restore shield points equal to twice the ship's strength modifier.

Once either feature has been used, the power backup can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"jTvNNZNqdEmLekSq","name":"Escape Pods, Hyperspace Capable","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"2"},"description":{"value":"

This suite adds escape pods to your ship. Each escape pod comes equipped with a Class 15 hyperdrive, emergency rations and supplies that can support four civilians, crew members, or troopers for 1 week, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The quantity of escape pods is equal to one-fourth the ship's suite capacity, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"jvzh9IjanOFusy2c","name":"Remote Override, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small or smaller"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a remote override that can allow your ship to be controlled from afar, provided the controller has access to a console and transmitter to control the ship from. If proper credentials are not supplied, a successful Intelligence (Slicer Kit) check (DC = 10 + the ship's Tier + the ship's Intelligence Modifier) is required to control the ship. If the ship is currently controlled by another party, the check is made with disadvantage.

Your ship's maximum and minimum crew requirement become 1: the remote controller. Your starship cannot benefit from features that would increase or decrease its crew capacity. The controller instead controls all aspects of the ship, as if they were deployed inside of it.

The starship has disadvantage on attack rolls and ability checks while being remote controlled.

This ship can be controlled remotely from a distance of 10,000 feet.

Lastly, if an effect would suppress communications for the ship, it cannot be controlled remotely for the duration of that suppression.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"jyn2IjSbKTdqcTCI","name":"Droid Brain, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's droid brain. Your droid brain's proficiency bonus increases to 5. Additionally, your droid brain has expertise in Piloting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"k81N2qizzLdaHCk1","name":"Shield Disruptor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

This modification adds a shield disruptor to a ship, which is used to interfere with another ship's shield. As an action, a crew member can activate the shield disruptor and choose a ship they can see within 1,000 feet. You make a Charisma (Interfere) check contested by the target's Constitution (Regulate) check. On a failed save, the ship's shield capacity and shield regeneration rate are reduced by half for 1 minute. If the ship's current shield points would exceed the new shield capacity, they are reduced accordingly. At the start of each of the target ship's turns, a crew member can use an action to repeat the saving throw, ending the effect on a success.

If a ship is targeted by a larger ship, it has disadvantage on the saving throw. If targeted by a smaller ship, it instead has advantage.

You can end the shield disruptor at any time (no action required).

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"kIOJxbUqrfJiCzNS","name":"Carbonite Launcher, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may cause an explosion of cold energy to erupt from a point it chooses within 900 feet. Each ship in a 50-foot-radius sphere centered on that point must make a Dexterity saving throw (DC = 8 + prof. bonus + ship's wisdom modifier). On a failed save, a ship takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a ship takes half as much damage and isn't slowed.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"kUnEuzg9el3MrYTa","name":"Electronic Baffle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

When your ship would become ionized, shocked, or stunned, a crew member can use their reaction to roll one hull die and suffer damage to the hull equal to the amount rolled in order to ignore the triggering condition.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"kgaz4R1WWw26K7Fp","name":"Sensor Array, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Sensor Array, at a cost. Your ship's Wisdom score increases by 1. One ability score other than Wisdom (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"lSTrb5mm1Cx0ZWsD","name":"Meditation Chamber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a number of separate unique chambers equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. When a forcecaster completes a long rest involving this suite, they gain temporary force points equal to their force power maximum power level + their Wisdom or Charisma modifier (their choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next long rest.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"letwasbz0VTIpY0Q","name":"S-Foils","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or smaller; Primary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"1"},"description":{"value":"

Your primary weapons are mounted to Strike Foils giving your ship variable operational capacities. As a bonus action, a crew member can switch between two modes:

  • Locked: Your ship's speed increases by 50 feet and your primary weapons suffer a -2 penalty to attack rolls.
  • Unlocked: Your ship's primary weapons gain a +1 bonus to attack rolls.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"lySy74aLvIk7kWOl","name":"Data Core, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"mPnPvv3tTyQimg0h","name":"Automated Protocols","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Damage Control System"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

You upgrade your damage control system. A crew member can take the Patch action as a reaction. This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting. Additionally, you can add your ship's intelligence modifier (minimum of +1) to whenever you roll hull dice to regain hull points.

Finally, your ship is expertly equipped for Constitution (Patch) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"nIEXgLLWL2AfL1la","name":"Mess Hall","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a combined kitchen and dining area, complete with a chef's kit, that can accommodate a number of civilians, crew members, or troopers equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. While utilizing this tool, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, when a creature completes a long rest involving this suite, they regain two additional Hit Dice and have advantage on Constitution saving throws against disease for the next 24 hours.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"nS8gTHr1doVZmxQr","name":"Anti-Boarding System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

An anti-boarding system is a robust series of blast doors, cameras, and hidden turrets, reinforcing each portal throughout the ship, as well as directly outside each ship entrance. These features are controllable from the cockpit or in the Security Suite (if it exists) by a crew member. The anti-boarding system comes with its own power backup in case of main system failure.

The reinforced doors can be bypassed with a DC 20 Intelligence (Security Kit) check.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"nZQyYQjEiDbxX8B0","name":"Reactor, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"nj0NPearMzvUqECS","name":"Command Center","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite creates a separate command center designed to give a comprehensive view of the area surrounding the ship. When a crew member deployed in a command center takes the Direct action, they can target an additional ally. This ability can only be used once per ship turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"nuBAQSZYIuLODy5J","name":"Communications Suppressor, Renowned","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Communications Suppressor, Prototype"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

This modification massively improves the suppressor on your ship. When a crew member attempts to decrypt a message, they have advantage on the roll.

Additionally, when a crew member attempts to suppress or decrypt, if they already have advantage on the roll, they can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"oDCfrWVKXWD9lkvp","name":"Pinpointing Addition","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Primary or Secondary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The ranges of the chosen weapon of your choice increase by half.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"oQB0u4Zab08z5qtI","name":"Cloaking Device","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Active Camouflage"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

This system massively improves the stealth mode function on your ship, becoming a true cloaking device. While active, your ship is invisible. Additionally, when your ship makes a Dexterity (Hide) check while your cloaking device is active, it has advantage on the roll. If your ship already has advantage on the ability check, you can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"oUbIRZMJ8bh9BRcz","name":"Navcomputer, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark II"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

This modification further improves the navcomputer on your ship. You have a +1 bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"oad5WuVDQ205kNzL","name":"Thrusters, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"oie2WIjNeQ48HydG","name":"Communications Suppressor, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

This modification adds a device designed to suppress the communications of a planet, space station, or starship within 1 mile of your ship. As an action, a crew member can attempt suppress the target's communications by forcing them to succeed at a Wisdom saving throw (DC equal to 8 + your Charisma (Interfere) bonus). On a failure, the target's communications are suppressed, preventing any communication to or from external sources. On a success, they become immune to this feature for one day.

Additionally, your ship is proficiently equipped for Charisma (Interfere) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"p0VcVSyegCgoXOjE","name":"Carbonite Launcher, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, your ship can create a cloud of icy fog in a 200-foot-radius sphere centered on a point within 1200 feet. The sphere extends around objects, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain. Each ship that enters the area for the first time on a turn or starts its turn there takes 4d6 cold damage and gains 1 slowed level until the end of its turn. The fog lasts for one minute or until it's dispersed.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"p5aubs14a9d4AsLz","name":"Countermeasures","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a series of countermeasures to the ship, granting it a more active approach to ward off effects. Once per round, when your ship is forced to make a saving throw against an effect that would cause it to be blinded, ionized, shocked, stalled, or stunned, a crew member can use their reaction to add the ship's Wisdom modifier to the roll (minimum of +1).

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"p7gji5QWLzqJujYU","name":"Comms Package, Renowned","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Comms Package, Prototype"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification massively improves the native communications on your ship. Crew members can now communicate in real time with any planets, space stations, and starships anywhere in the known galaxy as long as they are similarly equipped.

Additionally, crew members have advantage on checks to encrypt a message. If they already have advantage on the roll, they can instead reroll one of the dice once.

Finally, your ship has advantage on Charisma (Broadcast) checks. If they already have advantage on the roll, they can instead reroll one of the dice once.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"pAOSDIs0SUM6BFgT","name":"Reactor, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's reactor, at a cost. Your ship's Strength score increases by 1. One ability score other than Strength (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"pGoY2bfqHabcJTBS","name":"Carbonite Launcher, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Carbonite Launcher, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

As an action, a crew member may generate an explosion of cryogenic energy in a 600-foot-radius sphere centered on a point you can see within 2500 feet. Each ship in the affected area must make a Constitution saving throw (DC = 8 + prof. bonus + ship's iwisdom modifier). On a failed save, the ship takes 8d6 + 20 cold damage and is stunned for 1 minute as it is encased in carbonite. On a successful save, the ship takes half damage and is stunned until the end of its next turn.

As an action, a crew member of a stunned ship can make a Strength check (DC = 8 + prof. bonus + ship's wisdom modifier), ending this effect on itself on a success.

A ship reduced to 0 hit points by this power explodes instantly, as its hull shatters into frozen chunks.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"pLkrFwwonWuFCJJa","name":"Improved Emergency Backup","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This system augments your ship's primary system emergency backup. This back up can now continue running the starship, provided there is adequate fuel, for 7 days.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"pUdVRdx2nT7leViB","name":"Sensor Array, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"q8LMmCHW0V19SgRS","name":"Super-Heavy Ion Cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a weapon designed to disable enemy ships without damaging them through use of a specialized ion cannon that delivers a powerful electromagnetic burst. A crew member can fire the super-heavy ion cannon at a target as an action, which has a range of 1,000 feet and a limited firing arc, as described in Chapter 9. The target must make a Constitution saving throw (DC = 8 + the crew member's proficiency bonus + the ship's Strength modifier). On a failed save, a ship is stunned for 1 minute. As an action on each of the ship's turns, a crew member can repeat the saving throw, ending the effect on a success.

If a ship is targeted by a ship two or more sizes larger than them, it has disadvantage on the initial saving throw. If targeted by a ship two or more sizes smaller, it instead has advantage.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"qDyDybnuwfGynFfm","name":"Stunning Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals ion damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon, or when the target ship rolls a 1 on the saving throw to avoid the weapon's effects, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is stunned until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"qLI4jRg1OGqonGRN","name":"Tributary Beam","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger "},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"3"},"description":{"value":"

This modification upgrades the Super-Heavy Turbolaser Battery, Capital Railgun, or Superweapon on your starship. The weapon deals an additional 1d10 damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"qtPyFj6l26QTFlwF","name":"Docking Bay, Rapid Launch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger; Docking Bay"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite has space for all of the necessary equipment to launch and house other starships. The amount it can house varies depending on the ship's size.

  • Large: A Large rapid launch bay can house five small ships.
  • Huge: A Huge rapid launch bay can house five Medium ships.
  • Gargantuan: A Gargantuan rapid launch bay can house five Large ships.

Alternatively, this suite can house multiple ships of smaller size. A Large ship takes up the space of 10 Medium ships, which in turn takes up the place of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger.

A pilot present in their ship can launch their ship from the rapid launch bay as an action. A launched ship cannot be received by a rapid launch bay, and must instead be received in a docking bay of the same ship.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"rgFrD37Cvf9tXTDQ","name":"Central Computer, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small or larger"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a central computer, complete with artificial intelligence, in your ship. Your ship gains the ability to take one action of its own on it's turn. It can take any action granted by a modification. The artificial intelligence has a proficiency bonus of +2.

Additionally, your ship is proficiently equipped for Intelligence (Data) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"sPNXoBRLtrK5cc1w","name":"Plating, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's plating. Your ship's Armor Class is now 15 + Dexterity modifier (maximum of +2) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"slKTOnbHt9rjfZVF","name":"Fuel Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This large fuel tank is able to store additional fuel portions in your starship. The tank stores fuel units equal to 5 times your ship's normal fuel capacity. These units can be used to fuel your own starship, or they can be transfered to other ships.

Fuel can be transferred to ships of other size. A Gargantuan fuel unit takes up the space of 10 Huge units, which in turn takes up the space of 10 Large units, which takes the space of 10 Medium units. One Medium ship takes up the space of two Small units, which in turn takes up the space of two Tiny units.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"toZifUoYqJsUgs2X","name":"Electromagnetic Scrambler, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

You emit an electromagnetic pulse, potentially shutting down all ships besides your own within 1200 feet. Ships within range must succeed on a Wisdom (DC = 8 + prof. bonus + ship's charisma modifier) or become disabled up to a minute or until the power ends.

A crew member must use it's bonus action to maintain this ability.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"u9B24muWWZbYnFVE","name":"Slave Pens","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room, equipped with both a key and a code lock, that can house a number of prisoners equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. Slave pen doors are magnetically sealed to prevent them opening in the event of power failure. When a creature completes a long rest involving this suite, their exhaustion level is not reduced. Additionally, for each week spent in this suite, creatures suffer 1 level of exhaustion.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"uNkf0DvWDCBoCAj1","name":"Transportation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room, or series of rooms, typically located near the cockpit, featuring a number of seats and individual storage, as well as communal refresher stations (one for every 16 seats), to transport a number of civilians, crew members, or troopers equal to four times the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"uhD1S3jZnDgDWGqw","name":"Ship Slicer, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

As an action, a crew member can choose one ship you can see within 600 feet and attempt to remotely override its controls. The target must make an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or ships that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the ship is charmed by you for the duration.

While the ship is charmed, you have a wireless link with it as long as the two of you are within the same system. Via your ship, you can use this link to issue commands to the ship while you are conscious (using a bonus action), which it does its best to obey. You can specify a simple and general course of action, such as 'Attack that ship,' 'Move over there,' or 'Fly casual.' If the ship completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the ship takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the ship to use a reaction, but this requires you to use your own reaction as well. For every action, bonus action, or reaction you make the ship use, you must spend an equivalent action.

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"vK0tGQB0RVp5I19z","name":"Remote Override, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

This modification allows the ship it is installed in to be remotely controlled from anywhere in the known galaxy by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"vjfblL7yeZCzZeWp","name":"Electromagnetic Scrambler, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

You choose one ship you can see within 1200 feet and scramble its ability to differentiate targets. The target must make a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all ships it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected ship chooses another target, it must choose the target at random from among the ships it can see within range of the attack, power, or other ability it's using.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"vqejyZ4GstpgXZie","name":"Plating, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's plating has reached it's maximum potential. Your ship's Armor Class is now 18 + Dexterity modifier (maximum of +0) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"vzxTSX239SWuOy2A","name":"Electromagnetic Scrambler, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member can cause a ship you can see within 300 feet to become shrouded with electronic interference and holographic illusions. The target must succeed on a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier), or it takes 1d6 lightning damage and moves 50 feet in a random direction if it can move and its speed is at least 50 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the target doesn't move.

This power's damage increases by 1d6 for every tier your ship is above first tier: 2nd tier (2d6), 3rd tier (3d6), 4th tier (4d6), and 5th tier (5d6).

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"wSPtKKS4IycBAred","name":"Barracks","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room featuring a number of beds and individual storage, as well as communal refresher stations (one for every eight beds), to house a number of civilians, crew members, or troopers equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"wq4a59Gtv1AkDjHq","name":"Gravity Well Projector","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is modified with a gravity well projector that prevents ships from jumping to hyperspace, and even pulls ships from hyperspace, through use of an interdiction field. A crew member can activate or deactivate the gravity well projector as an action, which has a range of 1,000 feet and a limited firing arc, as described in Chapter 9. While active, this ship and ships of the same size or smaller that enter or start their turn within the gravity well projector's firing arc can't activate their hyperdrives.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"y14WuCAFzY9lFJNq","name":"Hardened Prow","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship has been modified to to be more effective at ramming. When a deployed pilot takes the Ram action, and the target fails the saving throw, the damage dealt is increased by an amount equal to two of your ship's Hull Dice.

Additionally, your ship is proficiently equipped for Strength (Ram) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"y7g0XxKnxDFpi5oa","name":"Workshop","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a number of crafting stations that can accomodate up to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. The crafting stations are equipped with each set of artisan's tools integrated. While crafting at the crafting station, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, while crafting at a crafting station, the total market value you can craft per day increases by an amount of credits equal to 5 x your character level. If you add double your proficiency bonus to checks you make with them, the market value increases by 10 x your character level.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"yFYZPDFifO8qaPZU","name":"Surge Protector","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You augment your ship's preventative measures in order to mitigate damage to its systems. When refitting is conducted on your ship, its [System Damage](#System%20Damage) level is reduced by 2, instead of only 1.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"yJAVDLFmZxxQWKJr","name":"Expanded Payload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Tertiary or Quaternary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The reload value of the chosen weapon increases by half.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} +{"_id":"ySGqfdHlfEjNJRqm","name":"Thrusters, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"yh8IEDYYTpfNDjan","name":"Flight Computer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system allows one crew member to take the Dash, Evade, or Regenerate Shield action as a bonus action on their turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"ykVyFNPfXA0BsOIM","name":"Droid Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room featuring tightly-packed racks suitable for storing and housing a number of Medium droids equal to four times the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Alternatively, this suite can house droids of other sizes. A Huge droid takes up the space of two Large droids, which in turn takes up the place of two Medium droids, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"z6dpj9B2yJRZe6tD","name":"Stealth Device","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

This modification adds a stealth device to your ship. This device effectively counteracts or negates the use of scanners, both for and against your ship. A crew member can activate or deactivate a stealth mode as an action. While active, your ship has advantage on Dexterty (Hide) checks that rely on scanners, but your ship has disadvantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners.

Additionally, if you try to enter hyperspace while the cloaking device is active, you must roll on the [Hyperspace Mishaps](#Hyperspace%20Mishaps) table on page 76.

Finally, your ship is proficiently equipped for Dexterity (Hide) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"zwMwgi8Ea13EY0uB","name":"Direct Controller","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Primary or Secondary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

You have installed a dedicated gunner station at or about the hardpoint. A crew member deployed at this station can use their Dexterity modifier instead of the ship's Wisdom modifier for the attack rolls or save DCs of the chosen weapon.

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\n

95 (190) lb

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10d4 (20d4) kinetic

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30 (60) lb

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When a glop bomb detonates, each ship within 50 [100] feet must make a Dexterity saving throw (DC 15). On a failed save, a ship is blinded for 1 minute. As an action on each of their turns, a crew member can have the ship repeat the saving throw, ending the effect on a success. Ships larger than you have advantage on their saving throw.

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\n

50 (100) lb

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On a failed saving throw, the missile latches an S-thread tracer onto the target. When making an Intelligence (Probe) check to detect the S-threaded ship's hyperspace travel, its angle of departure can be detected on a roll of 15 instead of 25.

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\n

85 (170) lb

\n

On a failed saving throw, the missile deploys pistoeka sabotage or \"buzz\" droids on the target. At the end of each of the target ship's turns, the target ship gains one level of system damage. As an action on each of their turns, a crew member can have the ship attempt their choice of a dexterity or constitution saving throw (DC 15), ending the effect on a success.

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32 (65) lb

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When a proton bomb detonates, each ship within 100 [200] feet must make a Dexterity saving throw (DC 15). A ship takes 4d10 [8d10] energy damage on a failed save, or half as much on a successful one.

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When a seismic charge detonates, each ship within 150 [300] feet must make a Dexterity saving throw (DC 15). A ship takes 1d10 [2d10] kinetic damage on a failed save, or half as much on a successful one.

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\n

125 (250) lb

\n

2d10 (4d10) energy

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32 (65) lb

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Rather than exploding on contact, proximity mines detonate any time a ship comes within range of it. When a proximity mine detonates, each ship within 100 [200] feet must make a Dexterity saving throw (DC 15). A ship takes 2d10 [4d10] fire damage on a failed save, or half as much on a successful one.

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\n

25 (50) lb

\n

1d12 (2d12) energy

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\n

Upon detonation, a conner net deploys on the target, which must make a Constitution saving throw (DC 15). On a failed save, the ship is stunned for 1 minute. As an action on each of their turns, a crew member can have the ship repeat the saving throw, ending the effect on a success.

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":30,"price":600,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"none","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"ammo","properties":{"amm":false,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{"core":{"sourceId":"Item.599jRVjEMKqLUAGi"}},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"tvqoh3PI2TpsrNEi","name":"Bomb layer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Ammunition, reload 8","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":8000,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"ammo","target":"","amount":8},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":null,"critical":null,"damage":{"parts":[["0d0 + @mod",""]],"versatile":""},"formula":null,"save":null,"armor":null,"hp":null,"weaponType":"quaternary (starship)","weaponSize":"Huge","properties":{"amm":true,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":false,"rch":false,"rel":true,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"vUaBUsg20A7c0F5K","name":"Assault laser cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Power (range 1200/4800), constitution 15, overheat 2","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":4150,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":1200,"long":4800,"units":"ft"},"uses":{"value":2,"max":"2","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d6 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","scaling":"power"},"armor":null,"hp":null,"weaponType":"primary (starship)","weaponSize":"Small","properties":{"amm":false,"aut":false,"bur":false,"con":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"ovr":true,"mig":false,"pic":false,"pow":true,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"wL4V3nq5E31yOLor","name":"Adv. Homing Cluster Missile","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"

(Range 600/2400), auto, burst 6, explosive, homing, rapid 6

\n

25 (50) lb

\n

3d6 (6d6) kinetic

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":25,"price":250,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":false,"activation":{"type":"none","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":600,"long":2400,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"ammo","properties":{"amm":false,"aut":true,"bur":true,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":true,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":true,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":true,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{"core":{"sourceId":"Item.skpLf3TF6nJFeb7b"}},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"wof5RrYSYgegNUCW","name":"EMP Bomb","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"

45 (90) lb

\n

When an EMP bomb detonates, each ship within 150 [300] feet must make a Constitution saving throw (DC 15). On a failed save, a ship is stunned for 1 minute. As an action on each of their turns, a crew member can have the ship repeat the saving throw, ending the effect on a success.

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":45,"price":900,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"none","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"!","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"ammo","properties":{"amm":false,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{"core":{"sourceId":"Item.6Bzkcfig9TaMp3lV"}},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"xXOjPQ3dWrpelOMO","name":"Ion Pulse Missile","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"

(Range 1000/4000), ionizing

\n

70 (140) lb

\n

2d10 (4d10) ion

","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":70,"price":700,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"none","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":1000,"long":4000,"units":"ft"},"uses":{"value":1,"max":"!","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["2d10","ion"]],"versatile":""},"formula":"","save":{"ability":"con","dc":13,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"ammo","properties":{"amm":false,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":true,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{"core":{"sourceId":"Item.2MMSbsx1SjNCyoeW"}},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"xx0sUZBtNm8bO8vb","name":"Torpedo launcher","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Ammunition reload 4","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":6900,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"ammo","target":"","amount":4},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":null,"critical":null,"damage":{"parts":[["0d0 + @mod",""]],"versatile":""},"formula":null,"save":null,"armor":null,"hp":null,"weaponType":"tertiary (starship)","weaponSize":"Small","properties":{"amm":true,"aut":false,"bur":false,"con":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":false,"mig":false,"ovr":false,"pic":false,"pow":false,"rap":false,"rch":false,"rel":true,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} +{"_id":"zlDaujHDxGcLggMw","name":"Thermite cannon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"weapon","data":{"description":{"value":"Power (range 1200/4800), constitution 17, melt, overheat 2","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":6300,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"cost":1,"type":"action","condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"enemy"},"range":{"value":1200,"long":4800,"units":"ft"},"uses":{"value":2,"max":"2","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d12 + @mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","scaling":"power"},"armor":null,"hp":null,"weaponType":"primary (starship)","weaponSize":"Small","properties":{"amm":false,"aut":false,"bur":false,"con":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"exp":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"hom":false,"ion":false,"ken":false,"lgt":false,"lum":false,"mlt":true,"mig":false,"ovr":true,"pic":false,"pow":true,"rap":false,"rch":false,"rel":false,"ret":false,"sat":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"zon":false},"proficient":true},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Weapons/starshipweapon.webp","effects":[]} diff --git a/packs/packs/ventures.db b/packs/packs/ventures.db new file mode 100644 index 00000000..d753c3f7 --- /dev/null +++ b/packs/packs/ventures.db @@ -0,0 +1,61 @@ +{"_id":"0scqI7Y5e2VsEjgU","name":"Legendary Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Master Spacecasting venture

When casting a force or tech power while aboard your ship and in space that affects an area, the area's dimensions are instead multiplied by 1,000.

"},"prerequisites":["Master Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"2Irn12psV0MHffd4","name":"Pilot in Training","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make a Dexterity (Maneuver) check while deployed as a pilot, you can add your proficiency bonus to checks you make if you do not already do so.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"2PyiTCJJuJyFIqF6","name":"Gunning Stylist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 3rd rank

You adopt a particular style of gunning as your specialty. Choose one of the gunning style options options, detailed later in this chapter. You can't take a gunning style option more than once, even if you later get to choose again. You can select this venture multiple times.

"},"prerequisites":["3rd rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"30OjHPm2Xh2hV1bw","name":"Dual Roles","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you take Dual Role, choose a secondary deployment. When you advance a rank in your primary deployment, you may select a maneuver from your secondary deployment instead of your primary deployment.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"3Vmv4bRSE2q12dkQ","name":"Combustive Salvo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast tech powers, at least 1 rank in gunner

Once per turn, when you hit a target with a ship attack from a primary or secondary weapon, you may use a reaction to spend one tech point to cause the target to take fire damage equal to your techcasting ability modifier at the start of your next turn.

"},"prerequisites":["The ability to cast tech powers, at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"3fHlNmzGAt2OkCte","name":"Storming Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"You can use your immense strength to steady primary weapons with the burst, rapid, or saturate features. When you make an attack roll with a primary ship weapon having at least one of these features while on a Medium or smaller ship, you can use your Strength modifier, instead of the ship's Intelligence modifier, for the attack rolls or setting the DC for the targets' saves.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"5ocdFyhyQPBqjj9J","name":"Reckless Ramming","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in berserker

When you take the Ram action, you can throw aside all concern for defense to attack with fierce desperation. The target has disadvantage on the Dexterity (Maneuver) check, and you deal additional damage equal to your rage damage bonus. The first attack roll made against your ship before the start of your next turn has advantage.

"},"prerequisites":["at least 2 levels in berserker"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"68gm4jJt2g2an572","name":"Perceptive Techie","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make a Wisdom (Scan) or Intelligence (Probe) check while aboard your ship, you may use your Wisdom modifier instead of your ship's Ability modifier.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"6AtbJ4PKePAUc4M0","name":"Multi-Roles","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Dual Roles venture

When you advance a rank in your primary deployment, you may select a maneuver from any deployment instead of your primary deployment.

"},"prerequisites":[" Dual Roles venture "],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"9L2LihZWReZzksed","name":"Recurrent Repairs","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in mechanic

When you succeed on a Constitution (Patch) check as a part of a Patch action you take, you have advantage on the next Constitution (Patch) check you take as a part of the Patch action you take before the end of your next turn.

"},"prerequisites":["at least 3 ranks in mechanic"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"A6I7VApYuQI0p8LE","name":"Legendary Multitasking","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 5th rank, Split Focused venture

When operating a ship, you gain a second action you can take with the ship.

"},"prerequisites":["5th rank, Split Focused venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"A7wMSHk58PwFvoeL","name":"Gunner Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 2nd rank

You have gunner training that allows you to perform special combat gambits. You learn two gambits of your choice from among those available to the gunner deployment.

"},"prerequisites":["2nd rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"B21ZmA0ZJG5xYsDM","name":"Weapon Enhancement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast 3rd level tech powers

An unenhanced ship weapon on your ship becomes an enhanced weapon. Choose one of these damage types: acid, cold, energy, fire, ion, kinetic, or lightning. For the duration, an unenhanced ship weapon you touch has a +1 to attack rolls and deals an extra 1d4 damage of the chosen type.

"},"prerequisites":["The ability to cast 3rd level tech powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Do4ZGW8VensNJzoU","name":"Resourceful Disruption","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in operator

Once per round, when you roll a power die as part of an operator's disruption, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in operator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ECGFElbSJoH7YoWh","name":"Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers

When casting a force or tech power while aboard your ship and in space, the power's range is multiplied by 2. You can not target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["The ability to cast force or tech powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"EjFWpOkDM9DDrWMO","name":"Keen Eye","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 4th rank

When you take the Search action and succeed on a Wisdom (Scan) or Intelligence (Probe) check aided by your ship's scanners, you can learn certain information about a target if you are aware of them. The GM tells you if the ship is your ship's equal, superior, or inferior in regard to one of the following characteristics of your choice:

  • Any one Ability Score
  • Armor Class
  • Current total hull and shield points
  • Current Shield die type and number, and shield regeneration rate
  • Total ship tiers (if any)
  • Total deployment ranks (if any)

"},"prerequisites":["4th rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ErMXwjzLHB7aWYVT","name":"Hot Wire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you would make a Constitution (Patch) check while aboard your ship, you can instead make an Intelligence (Mechanic's Kit) check.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"FGQRhvmHD3GLtjbx","name":"Rime Salvo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast tech powers, at least 1 rank in gunner

Once per turn, when you hit a target with a ship attack from a primary or secondary weapon, you may use a reaction to spend one tech point to make the target gain 1 slowed level until the end of its turn as the hull is coated in frigid carbonite.

"},"prerequisites":["The ability to cast tech powers, at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"GYBpaH88JnqON5a6","name":"Force-Empowered Blasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in guardian

Once per turn, when you deal damage with a ship weapon, you can spend 1 force point to deal an additional 1d8 damage to the target. The damage is the same type as the weapon's damage.

"},"prerequisites":["at least 2 levels in guardian"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"H6qXSuLUO0Yxpl80","name":"Resourceful Boost","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in mechanic

Once per round, when you use your System Boost feature, you can roll the tech die twice and take either result.

"},"prerequisites":["at least 1 rank in mechanic"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"IYISdGaTflGHxJSY","name":"Space Explorer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in scout

While deployed, parts of your Skilled Explorer class feature extend to your ship:

  • Your ship is not slowed by difficult terrain.
  • Your ship can't get lost by unenhanced means.
  • Your ship can move stealthily at a normal pace.

"},"prerequisites":["at least 1 level in scout"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"IgzI7pPKUTkzKjwt","name":"Gunning Master","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 5th rank

You master a particular style of gunning. Choose one of the gunning mastery options options, detailed later in this chapter. You can't take a gunning mastery option more than once, even if you later get to choose again. You can select this venture multiple times.

"},"prerequisites":["5th rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ItEBs8d4m8E9Iyry","name":"Cunning Operator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you take the Interfere action and fail the contest, you can use your bonus action to repeat the check against the same target.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"JH5YHT1JawypbHGD","name":"Multitasker","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When operating a ship, you gain a second reaction you can take with the ship.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"JREOCyLjoDkCyCoX","name":"Furious Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in berserker

While raging and firing a primary wapon, you can take a penalty to your attack roll up to your rage damage bonus, adding twice the amount to the damage roll on a hit.

"},"prerequisites":["at least 1 level in berserker"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Ks8TffMcgBcJFPSm","name":"Slippery Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in operative

Your quick thinking and agility allow you to act and move your ship quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

"},"prerequisites":["at least 2 levels in operative"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"LD0uyH5xj6zREyWY","name":"Force-Empowered Accuracy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in consular

Once per turn, when you miss with a ship attack, or when a target succeeds on the saving throw against a ship weapon, you can spend 1 force point to reroll the die. You must use the new roll.

"},"prerequisites":["at least 2 levels in consular"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"N9WaiwtgA6nRulAw","name":"Pilot Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 2nd rank

You have pilot training that allows you to perform special combat tactics. You learn two tactics of your choice from among those available to the pilot deployment.

"},"prerequisites":["2nd rank"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Nr2aqIzrnxbTAq5O","name":"Explosive Gambits","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in gunner

Once per turn, when you roll the maximum on a gambit die, you can roll an additional die and add it to the roll.

"},"prerequisites":["at least 3 ranks in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"OTC9779u1CU4M3wW","name":"Experienced Slicer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in operator

When setting your Operator's Disruptions save DC and whenever a Disruption uses your ship's Charisma modifier, you may add half your Intelligence modifier.

"},"prerequisites":[" at least 1 rank in operator* "],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"PErA9WrdfMk8H3Wq","name":"Greater Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Improved Spacecasting venture

When casting a force or tech power while aboard your ship and in space, the power's range is instead multiplied by 100. You cannot target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["Improved Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"PTAgOkWW8iF5TnkW","name":"Calculating Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make an attack roll with a secondary ship weapon, you can use your Intelligence modifier, instead of the ship's Intelligence modifier, for the attack rolls.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"RQIMrS2H0LlwpYbR","name":"Dogfighter Superiority","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in fighter

When you expend a die granted by your Deployment, roll the die as normal, but you can instead subtract it from your pool of superiority dice.

"},"prerequisites":["at least 2 levels in fighter"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"TbgfiuUrcqaQ56vA","name":"Intuitive Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast force powers

When you determine the save DC for a tertiary ship weapon while on a Medium or smaller ship, you can add half your Wisdom or Charisma modifier (your choice) to the save DC.

"},"prerequisites":["The ability to cast force powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"TkdGlKE4PQJmJ5f9","name":"Counterslicer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you are the target of the Interfere action and are forced to make a Wisdom (Scan) check, if you succeed on the contest, you have advantage on the next Charisma (Interfere) check you make before the end of your next turn.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"UOxpXRC2MCCx8DYP","name":"Resourceful Gambits","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in gunner

Once per round, when you roll a power die used for a gunner's gambit, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"UcE2oiQHyVRWzn00","name":"Scanner Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you take the Search action, you have advantage on Wisdom (Scan) and Intelligence (Probe) checks that rely on the scanner.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"VHtQNIaz75e9MEHQ","name":"Precision Gunner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make an attack roll with a primary ship weapon while on a Medium or smaller ship, you can use your Dexterity modifier, instead of the ship's Intelligence modifier, for the attack rolls.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"Ws9tdDqC5rdi8S8L","name":"Resourceful Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in technician

Once per round, when you roll a power die as part of a technician's stratagem, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in technician"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"WtrQOrZ6YT4fcHSa","name":"Infuse Ship Weapon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in engineer

Ship weapons become valid targets for your Infuse Item class feature.

"},"prerequisites":["at least 2 levels in engineer"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"XCfImlUdBzvW8UGp","name":"Shrewd Interrogator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"When you make a Wisdom (Insight) or Charisma (Deception) check while aboard your ship, you may use your Intelligence modifier instead of your Wisdom or Charisma modifier.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"XNhgOjpzpcETVVAx","name":"Natural Slicer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"Whenever you make a Charisma (Interfere) check, you may instead make an Intelligence (Slicer Tools) check.

"},"prerequisites":[],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"cdJIX7FymQXYn5TZ","name":"Targeting Salvo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast tech powers, at least 1 rank in gunner

Once per turn, when you hit a target with a ship attack from a primary or secondary weapon, you may use a reaction to spend one tech point to mark the target only visible to you. The next attack roll you make against the ship before the end of your next turn can’t suffer from disadvantage.

"},"prerequisites":["The ability to cast tech powers, at least 1 rank in gunner"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"dhvjTcuHf2Np6DcZ","name":"Analytical Coordinator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in scholar

When an ally makes an ability check or attack roll affected by your Direct action, and they are also the target of your Critical Analysis class feature, they can also roll a d6 and add it to the ability check or attack roll.

"},"prerequisites":["at least 1 level in scholar"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"drTe0erGKuBdZvd8","name":"Jack of All Roles","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: 5th rank, Multi-Roles venture

Over a long rest you may switch out a number of maneuvers you know up to your intelligence modifier (minimum of 1) for an equal number of maneuvers from other deployments.

"},"prerequisites":[" 5th rank, Multi-Roles venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"e1cGetXnR5RVzkDf","name":"Force Piloting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast force powers

When you make a Dexterity (Manuever) check while aboard your ship, you may add half (round up) your Wisdom or Charisma modifier (your choice), to your result. Additionally, you can add half (round up) your Wisdom or Charisma modifier (your choice) to your ship's AC while deployed as the pilot.

"},"prerequisites":["The ability to cast force powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"e9gE2Mr9Hu48qP2F","name":"Weapon Overheat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: The ability to cast 2nd level tech powers

As a bonus action, you may spend three tech points to empower a ship weapon on your ship. For the duration, you can cool the weapon once per turn without using an action, and as a bonus action on each of your turns you can make one attack with the weapon.

"},"prerequisites":["The ability to cast 2nd level tech powers"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"f4x0mJvFucA7oyaP","name":"Split Focused","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Multitasker venture

When operating a ship, you gain a second bonus action you can take with the ship.

"},"prerequisites":["Multitasker venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"fEI7hwGbDzBDfdke","name":"Persistent Interference","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in operator

When you take the Interfere action and succeed on the contest, the target has disadvantage on the next Charisma (Interfere) check before the end of your next turn.

"},"prerequisites":["at least 3 ranks in operator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"g3nhoUfyGnuFstUg","name":"Tactical Superiority","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in scholar

When you expend a power die, roll the die as normal, but you can instead subtract it from your pool of superiority dice.

"},"prerequisites":["at least 2 levels in scholar"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"jNoh3rqIqdTo9IX1","name":"Strong Alone, Stronger Together","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in coordinator

When you take the Direct action, you have advantage on the next ability check or saving throw you make before the start of your next turn.

"},"prerequisites":["at least 3 ranks in coordinator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"ks1XMj0qAeKZX3cr","name":"Master Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Greater Spacecasting venture

When casting a force or tech power while aboard your ship and in space, the power's range is instead multiplied by 1,000. You can not target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["Greater Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"l1eQtSgsUMMQef25","name":"Improved Spacecasting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: Spacecasting venture

When casting a force or tech power while aboard your ship and in space, the power's range is instead multiplied by 10. You can not target a hostile creature with a power unless you are aware of their presence and location.

"},"prerequisites":["Spacecasting venture"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"nJeEMiSReNAG8rSr","name":"Diamond Deployment","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 14 levels in monk

While deployed, when your ship fails a saving throw, you can spend 1 focus point to reroll the die.

"},"prerequisites":["at least 14 levels in monk"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"p9RR1JJzHxqI04SP","name":"Resourceful Display","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in coordinator

Once per round, when you, or an ally with your Inspiring Display die, roll an Inspiring Display, they can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in coordinator"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"q9BXIUW2jbMIoDvU","name":"Resourceful Tactics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 rank in pilot

Once per round, when you roll a power die as part of a pilot's tactic, you can roll the die twice and take either result.

"},"prerequisites":["at least 1 rank in pilot"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"r0as3L57tmg0kcdM","name":"Sneak Firing","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 1 level in operative

Once per turn, you can deal an extra 1d6 damage to one ship you hit with a ship attack if you have advantage on the attack roll. You can select this venture multiple times.

"},"prerequisites":["at least 1 level in operative"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"rSOjOPxD49soIMaM","name":"Indomitable Starship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 9 levels in fighter

While deployed, when your ship fails a saving throw, you can use your Indomitable class feature to reroll the die.

"},"prerequisites":["at least 9 levels in fighter"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"uWRzpIJBC4QBFfg3","name":"Thread the Needle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 3 ranks in pilot

When you take the Evade action, you can gain the benefits of Evade against only a single target in order to avoid the penalty of disadvantage on any skill check or attack roll made by your ship or anyone on it.

"},"prerequisites":["at least 3 ranks in pilot"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"yprQDRJWb5DhdTtC","name":"Flurry of Fire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in monk

Immediately after you take the Fire action you can spend 1 focus point to make an additional attack as a bonus action. This additional attack must be made with a primary weapon.

"},"prerequisites":["at least 2 levels in monk"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} +{"_id":"zTgZVw4RFiAZDYoc","name":"Force-Empowered Shooting","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"venture","data":{"description":{"value":"

Prerequisite: at least 2 levels in sentinel

When you take the Fire action, you can spend 1 force point and use your bonus action to make an additional attack. This additional attack must be made with a primary weapon.

"},"prerequisites":["at least 2 levels in sentinel"],"source":{"value":"SotG"}},"flags":{},"img":"systems/sw5e/packs/Icons/Ventures/Venture.webp","effects":[]} diff --git a/sw5e.css b/sw5e.css index 556d0642..221c8c04 100644 --- a/sw5e.css +++ b/sw5e.css @@ -426,6 +426,7 @@ list-style: none; margin: 0; padding: 0; + display: block; } .sw5e.sheet .items-list .item-name { flex: 2; @@ -1823,6 +1824,9 @@ .sw5e.sheet.actor.character .biography { max-width: calc(100% - 180px); } +.sw5e.sheet.actor.character .content{ + display: block; +} /* ----------------------------------------- */ /* Basic Structure */ /* ----------------------------------------- */ diff --git a/sw5e.js b/sw5e.js index 1983130b..66ec9325 100644 --- a/sw5e.js +++ b/sw5e.js @@ -1,5 +1,5 @@ /** - * The Star Wars 5th Edition game system for Foundry Virtual Tabletop + * The SW5E game system for Foundry Virtual Tabletop * Author: Kakeman89 * Software License: GNU GPLv3 * Content License: https://media.wizards.com/2016/downloads/SW5E/SRD-OGL_V5.1.pdf @@ -25,6 +25,7 @@ import AbilityUseDialog from "./module/apps/ability-use-dialog.js"; import ActorSheetFlags from "./module/apps/actor-flags.js"; import ActorSheet5eCharacter from "./module/actor/sheets/oldSheets/character.js"; import ActorSheet5eNPC from "./module/actor/sheets/oldSheets/npc.js"; +import ActorSheet5eStarship from "./module/actor/sheets/newSheet/starship.js"; import ActorSheet5eVehicle from "./module/actor/sheets/oldSheets/vehicle.js"; import ActorSheet5eCharacterNew from "./module/actor/sheets/newSheet/character.js"; import ActorSheet5eNPCNew from "./module/actor/sheets/newSheet/npc.js"; @@ -123,6 +124,11 @@ Hooks.once("init", function() { makeDefault: false, label: "SW5E.SheetClassNPCOld" }); + Actors.registerSheet("sw5e", ActorSheet5eStarship, { + types: ["starship"], + makeDefault: true, + label: "SW5E.SheetClassStarship" + }); Actors.registerSheet('sw5e', ActorSheet5eVehicle, { types: ['vehicle'], makeDefault: true, @@ -130,7 +136,7 @@ Hooks.once("init", function() { }); Items.unregisterSheet("core", ItemSheet); Items.registerSheet("sw5e", ItemSheet5e, { - types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform'], + types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starshipmod', 'venture'], makeDefault: true, label: "SW5E.SheetClassItem" }); diff --git a/system.json b/system.json index 73f84617..a8b73022 100644 --- a/system.json +++ b/system.json @@ -49,7 +49,19 @@ "label": "Conditions", "path": "./packs/packs/conditions.db", "entity": "JournalEntry" - }, + }, + { + "name": "deployments", + "label": "Deployments", + "path": "./packs/packs/deployments.db", + "entity": "Item" + }, + { + "name": "deploymentfeatures", + "label": "Deployment Features", + "path": "./packs/packs/deploymentfeatures.db", + "entity": "Item" + }, { "name": "enhanceditems", "label": "Enhanced Items", @@ -110,18 +122,48 @@ "path": "./packs/packs/speciestraits.db", "entity": "Item" }, - { - "name": "tables", - "label": "Tables", - "path": "./packs/packs/tables.db", - "entity": "RollTable" + { + "name": "starshiparmor", + "label": "Starship Armor", + "path": "./packs/packs/starshiparmor.db", + "entity": "Item" + }, + { + "name": "starshipequipment", + "label": "Starship Equipment", + "path": "./packs/packs/starshipequipment.db", + "entity": "Item" + }, + { + "name": "starshipmodifications", + "label": "Starship Modifications", + "path": "./packs/packs/starshipmodifications.db", + "entity": "Item" + }, + { + "name": "starshipweapons", + "label": "Starship Weapons", + "path": "./packs/packs/starshipweapons.db", + "entity": "Item" + }, + { + "name": "tables", + "label": "Tables", + "path": "./packs/packs/tables.db", + "entity": "RollTable" }, { "name": "techpowers", "label": "Tech Powers", "path": "./packs/packs/techpowers.db", "entity": "Item" - }, + }, + { + "name": "ventures", + "label": "Ventures", + "path": "./packs/packs/ventures.db", + "entity": "Item" + }, { "name": "weapons", "label": "Weapons", diff --git a/template.json b/template.json index 685e65df..0e86199c 100644 --- a/template.json +++ b/template.json @@ -1,6 +1,6 @@ { "Actor": { - "types": ["character", "npc", "vehicle"], + "types": ["character", "npc", "starship", "vehicle"], "templates": { "common": { "abilities": { @@ -37,8 +37,8 @@ "value": 10, "min": 0, "max": 10, - "temp": null, - "tempmax": null + "temp": 0, + "tempmax": 0 }, "init": { "value": 0, @@ -103,8 +103,8 @@ "value": 0, "min": 0, "max": 0, - "temp": null, - "tempmax": null + "temp": 0, + "tempmax": 0 }, "level": 0 }, @@ -117,8 +117,8 @@ "value": 0, "min": 0, "max": 0, - "temp": null, - "tempmax": null + "temp": 0, + "tempmax": 0 }, "level": 0 } @@ -403,6 +403,87 @@ } } }, + "starship": { + "templates": ["common"], + "attributes": { + "hp": { + "value": 10, + "max": 10, + "formula": "", + "temp": 0, + "tempmax": 0 + }, + "sp": { + "formula": "" + } + }, + "details": { + "tier": 0, + "role": "", + "source": "" + }, + "skills": { + "ast": { + "value": 0, + "ability": "int" + }, + "bst": { + "value": 0, + "ability": "str" + }, + "dat": { + "value": 0, + "ability": "int" + }, + "hid": { + "value": 0, + "ability": "dex" + }, + "imp": { + "value": 0, + "ability": "cha" + }, + "int": { + "value": 0, + "ability": "cha" + }, + "man": { + "value": 0, + "ability": "dex" + }, + "men": { + "value": 0, + "ability": "cha" + }, + "pat": { + "value": 0, + "ability": "con" + }, + "prb": { + "value": 0, + "ability": "int" + }, + "ram": { + "value": 0, + "ability": "str" + }, + "reg": { + "value": 0, + "ability": "con" + }, + "scn": { + "value": 0, + "ability": "wis" + }, + "swn": { + "value": 0, + "ability": "cha" + } + }, + "traits": { + "size": "med" + } + }, "vehicle": { "templates": ["common"], "abilities": { @@ -460,7 +541,7 @@ } }, "Item": { - "types": ["weapon", "equipment", "consumable", "tool", "loot", "class", "power", "feat", "species", "backpack", "archetype", "classfeature", "background", "fightingstyle", "fightingmastery", "lightsaberform"], + "types": ["archetype", "background", "backpack", "class", "classfeature", "consumable", "deployment", "deploymentfeature", "equipment", "feat", "fightingmastery", "fightingstyle", "lightsaberform", "loot", "power", "species", "starshipmod", "tool", "venture", "weapon"], "templates": { "archetypeDescription": { "className": "", @@ -567,6 +648,15 @@ }, "traits": "" }, + "ventureDescription": { + "description": { + "value": "" + }, + "prerequisites": [""], + "source": { + "value": "" + } + }, "physicalItem": { "quantity": 1, "weight": 0, @@ -685,6 +775,9 @@ "lightsaberform": { "templates": ["lightsaberformDescription"] }, + "venture": { + "templates": ["ventureDescription"] + }, "consumable": { "templates": ["itemDescription", "physicalItem", "activatedEffect", "action"], "consumableType": "potion", @@ -754,6 +847,9 @@ "formula": null } }, + "starshipmod": { + "templates": ["itemDescription"] + }, "weapon": { "templates": ["itemDescription", "physicalItem" ,"activatedEffect", "action", "mountable"], "weaponType": "simpleVW", diff --git a/templates/actors/newActor/parts/swalt-features.html b/templates/actors/newActor/parts/swalt-features.html index dd17c75f..79065c42 100644 --- a/templates/actors/newActor/parts/swalt-features.html +++ b/templates/actors/newActor/parts/swalt-features.html @@ -19,8 +19,12 @@ {{#if ../owner}}
- {{localize "SW5E.Add"}} - + {{localize "SW5E.Add"}} +   + + {{localize "SW5E.Collapse"}} + {{/if}} {{#if section.hasActions}} @@ -30,7 +34,7 @@ -
    +
      {{#each section.items as |item iid|}}
    1. @@ -57,11 +61,18 @@
      {{else if section.isClass}} -
      - {{item.data.archetype}} +
      HD: + +
      - Level {{item.data.levels}} + Level {{item.data.levels}}       +
      {{/if}} diff --git a/templates/actors/newActor/starship.html b/templates/actors/newActor/starship.html new file mode 100644 index 00000000..542aceb3 --- /dev/null +++ b/templates/actors/newActor/starship.html @@ -0,0 +1,169 @@ +
      + + {{!-- Starship Sheet Header --}} +
      + +

      + +

      +
      +
      + {{ localize "SW5E.StarshipTier" }} + +
      + +
      +
      + + {{lookup config.actorSizes data.traits.size}} + + + +
      +
      + {{!-- ARMOR CLASS --}} +
      +

      {{ localize "SW5E.ArmorClass" }}

      +
      + +
      +
      + {{ localize "SW5E.Proficiency" }} + {{numberFormat data.attributes.prof decimals=0 sign=true}} +
      +
      + + {{!-- HIT POINTS --}} +
      +

      {{ localize "SW5E.HullPoints" }}

      +
      + + / + +
      +
      + +
      +
      + + {{!-- SHIELD POINTS --}} +
      +

      {{ localize "SW5E.ShieldPoints" }}

      +
      + + / + +
      +
      + +
      +
      + +
      +

      {{ localize "SW5E.Movement" }} + +

      +
      + {{movement.primary}} +
      +
      + {{movement.special}} +
      +
      +
      + +
      + + {{!-- NPC Sheet Navigation --}} + + + {{!-- NPC Sheet Body --}} +
      +
      +
      + {{!-- Ability Scores --}} +
      +

      {{localize "SW5E.AbilityScores" }}

      +
        + {{#each data.abilities as |ability id|}} +
      1. +

        {{ability.label}}

        + +
        + {{numberFormat ability.mod decimals=0 sign=true}} + + + {{numberFormat ability.save decimals=0 sign=true}} +
        +
      2. + {{/each}} +
      +
      + {{!-- Skills --}} +
      +

      {{localize "SW5E.Skills"}}

      +
        + {{#each CONFIG.starshipSkills as |skill s|}} +
      1. + + + {{skill.label}} + {{skill.ability}} + {{numberFormat skill.total decimals=0 sign=true}} + {{!-- --}} + {{!-- ({{skill.passive}}) --}} +
      2. + {{/each}} +
      +
      +
      +
      + +
      + +
      +
      +
      + {{!-- Features Tab --}} +
      + {{> "systems/sw5e/templates/actors/newActor/parts/swalt-features.html" sections=features}} +
      + + {{!-- Effects Tab --}} +
      + {{> "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html"}} +
      + +
      +
      \ No newline at end of file diff --git a/templates/items/deployment.html b/templates/items/deployment.html new file mode 100644 index 00000000..5b1a92f7 --- /dev/null +++ b/templates/items/deployment.html @@ -0,0 +1,123 @@ +
      + + {{!-- Item Sheet Header --}} +
      + + +
      +

      + +

      + +
      +

      {{itemType}}

      + {{itemStatus}} +
      + +
        +
      • + +
      • +
      +
      +
      + + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
      + + {{!-- Description Tab --}} +
      + {{editor content=data.flavorText target="data.flavorText" button=true owner=owner editable=editable}} +
      + + {{!-- Details Tab --}} +
      + {{!-- Class Levels Table and Features --}} + + {{editor content=data.description target="data.description" button=true owner=owner editable=editable}} +
      + + +
      +
      diff --git a/templates/items/deploymentfeature.html b/templates/items/deploymentfeature.html new file mode 100644 index 00000000..7d5bf7c3 --- /dev/null +++ b/templates/items/deploymentfeature.html @@ -0,0 +1,80 @@ +
      + + {{!-- Item Sheet Header --}} +
      + + +
      +

      + +

      + +
      +

      {{itemType}}

      + {{itemStatus}} +
      + +
        +
      • + +
      • +
      • + +
      • +
      • + +
      • +
      +
      +
      + + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
      + + {{!-- Description Tab --}} + {{> "systems/sw5e/templates/items/parts/item-description.html"}} + + {{!-- Details Tab --}} +
      + +

      {{ localize "SW5E.FeatureUsage" }}

      + + {{!-- Item Activation Template --}} + {{> "systems/sw5e/templates/items/parts/item-activation.html"}} + + {{!-- Recharge Requirement --}} + {{#if data.activation.type}} +
      + +
      + {{ localize "SW5E.FeatureRechargeOn" }} + + +
      +
      + {{/if}} + +

      {{ localize "SW5E.FeatureAttack" }}

      + + {{!-- Item Action Template --}} + {{> "systems/sw5e/templates/items/parts/item-action.html"}} +
      + + {{!-- Effects Tab --}} +
      + {{> "systems/sw5e/templates/actors/parts/active-effects.html"}} +
      + +
      +
      diff --git a/templates/items/equipment.html b/templates/items/equipment.html index 6f89948f..9850d7d0 100644 --- a/templates/items/equipment.html +++ b/templates/items/equipment.html @@ -91,6 +91,38 @@ {{/each}}
      + {{!-- Starship Armor and Shield Properties --}} +
      + +
      + +
      + {{ localize "SW5E.CapacityMultiplier" }} +    + {{ localize "SW5E.HPperHD" }} +    + {{ localize "SW5E.RegenerationRateCoefficient" }} +    +
      + + {{!-- Starship Equipment Properties --}} +
      + +
      + +
      + {{ localize "SW5E.CentStorageCapacity" }} +    + {{ localize "SW5E.SysStorageCapacity" }} +    + {{ localize "SW5E.FuelCostsMod" }} +    + {{ localize "SW5E.PowerDiceRecovery" }} +    + {{ localize "SW5E.HyperdriveClass" }} +    +
      + {{!-- Armor Class --}}
      diff --git a/templates/items/parts/item-description.html b/templates/items/parts/item-description.html index 61b5b931..43a0d8bb 100644 --- a/templates/items/parts/item-description.html +++ b/templates/items/parts/item-description.html @@ -16,6 +16,12 @@
      + +
      + + + {{data.weaponSize}} +
      {{/if}}
        diff --git a/templates/items/starshipmod.html b/templates/items/starshipmod.html new file mode 100644 index 00000000..1f096fb0 --- /dev/null +++ b/templates/items/starshipmod.html @@ -0,0 +1,85 @@ +
        + + {{!-- Item Sheet Header --}} +
        + + +
        +

        + +

        + +
        +

        {{itemType}}

        + {{itemStatus}} +
        + +
          +
        • + System: {{data.system.value}} +
        • +
        • + Grade: {{data.grade.value}} +
        • +
        • + Base Cost: {{data.basecost.value}} cr +
        • +
        +
          +
        • + Prerequisites: {{data.prerequisites.value}} +
        • +
        +
        +
        + + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
        + + {{!-- Description Tab --}} + {{> "systems/sw5e/templates/items/parts/item-description.html"}} + + {{!-- Details Tab --}} +
        + +

        {{ localize "SW5E.FeatureUsage" }}

        + + {{!-- Item Activation Template --}} + {{> "systems/sw5e/templates/items/parts/item-activation.html"}} + + {{!-- Recharge Requirement --}} + {{#if data.activation.type}} +
        + +
        + {{ localize "SW5E.FeatureRechargeOn" }} + + +
        +
        + {{/if}} + +

        {{ localize "SW5E.FeatureAttack" }}

        + + {{!-- Item Action Template --}} + {{> "systems/sw5e/templates/items/parts/item-action.html"}} +
        + + {{!-- Effects Tab --}} +
        + {{> "systems/sw5e/templates/actors/parts/active-effects.html"}} +
        + +
        +
        diff --git a/templates/items/venture.html b/templates/items/venture.html new file mode 100644 index 00000000..0da21baa --- /dev/null +++ b/templates/items/venture.html @@ -0,0 +1,47 @@ +
        + + {{!-- Item Sheet Header --}} +
        + + +
        +

        + +

        + +
        +

        {{itemType}}

        +
        + +
          +
        • + +
        • +
        +
        +
        + + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
        + + {{!-- Description Tab --}} +
        +

        {{item.name}}

        + {{editor content=data.description.value target="data.description.value" button=true editable=editable}} + +
        + + {{!-- Effects Tab --}} +
        + {{> "systems/sw5e/templates/actors/parts/active-effects.html"}} +
        + +
        +
        diff --git a/templates/items/weapon.html b/templates/items/weapon.html index c83e41c4..cd696c2b 100644 --- a/templates/items/weapon.html +++ b/templates/items/weapon.html @@ -15,7 +15,7 @@ diff --git a/templates/items/equipment.html b/templates/items/equipment.html index 9850d7d0..a7f08459 100644 --- a/templates/items/equipment.html +++ b/templates/items/equipment.html @@ -99,8 +99,8 @@
        {{ localize "SW5E.CapacityMultiplier" }}    - {{ localize "SW5E.HPperHD" }} -    + {{ localize "SW5E.DmgRed" }} +    {{ localize "SW5E.RegenerationRateCoefficient" }}   
        diff --git a/templates/items/starshipfeature.html b/templates/items/starshipfeature.html new file mode 100644 index 00000000..5cf880cd --- /dev/null +++ b/templates/items/starshipfeature.html @@ -0,0 +1,83 @@ +
        + + {{!-- Item Sheet Header --}} +
        + + +
        +

        + +

        + +
        +

        {{itemType}}

        + {{itemStatus}} +
        + +
          +
        • + {{labels.featType}} +
        • +
        • + +
        • +
        • Tier + +
        • +
        • + +
        • +
        +
        +
        + + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
        + + {{!-- Description Tab --}} + {{> "systems/sw5e/templates/items/parts/item-description.html"}} + + {{!-- Details Tab --}} +
        + +

        {{ localize "SW5E.FeatureUsage" }}

        + + {{!-- Item Activation Template --}} + {{> "systems/sw5e/templates/items/parts/item-activation.html"}} + + {{!-- Recharge Requirement --}} + {{#if data.activation.type}} +
        + +
        + {{ localize "SW5E.FeatureRechargeOn" }} + + +
        +
        + {{/if}} + +

        {{ localize "SW5E.FeatureAttack" }}

        + + {{!-- Item Action Template --}} + {{> "systems/sw5e/templates/items/parts/item-action.html"}} +
        + + {{!-- Effects Tab --}} +
        + {{> "systems/sw5e/templates/actors/parts/active-effects.html"}} +
        + +
        +
        diff --git a/templates/items/starshipmod.html b/templates/items/starshipmod.html index 1f096fb0..e5576670 100644 --- a/templates/items/starshipmod.html +++ b/templates/items/starshipmod.html @@ -47,34 +47,144 @@ {{> "systems/sw5e/templates/items/parts/item-description.html"}} {{!-- Details Tab --}} -
        +
        +

        {{ localize "SW5E.ItemEquipmentDetails" }}

        -

        {{ localize "SW5E.FeatureUsage" }}

        + {{!-- Equipment Type --}} +
        + + +
        - {{!-- Item Activation Template --}} - {{> "systems/sw5e/templates/items/parts/item-activation.html"}} + {{#unless isMountable}} +
        + + +
        - {{!-- Recharge Requirement --}} - {{#if data.activation.type}} -
        - + {{!-- Equipment Status --}} +
        + + + + +
        + {{/unless}} + + {{!-- Armor Properties --}} +
        + + {{#each config.armorPropertiesTypes as |name prop|}} + + {{/each}} +
        + + {{!-- Starship Armor and Shield Properties --}} +
        + +
        + +
        + {{ localize "SW5E.CapacityMultiplier" }} +    + {{ localize "SW5E.DmgRed" }} +    + {{ localize "SW5E.RegenerationRateCoefficient" }} +    +
        + + {{!-- Starship Equipment Properties --}} +
        + +
        + +
        + {{ localize "SW5E.CentStorageCapacity" }} +    + {{ localize "SW5E.SysStorageCapacity" }} +    + {{ localize "SW5E.FuelCostsMod" }} +    + {{ localize "SW5E.PowerDiceRecovery" }} +    + {{ localize "SW5E.HyperdriveClass" }} +    +
        + + {{!-- Armor Class --}} +
        +
        - {{ localize "SW5E.FeatureRechargeOn" }} - - + +
        +
        + + {{#unless isMountable}} + {{!-- Dexterity Modifier --}} +
        + +
        + +
        +
        + + {{!-- Required Strength --}} +
        + +
        + +
        +
        + + {{!-- Stealth Disadvantage --}} +
        + + +
        + {{/unless}} + + {{#if isMountable}} + {{> 'systems/sw5e/templates/items/parts/item-mountable.html'}} +
        + +
        + + {{localize 'SW5E.FeetAbbr'}} +
        {{/if}} -

        {{ localize "SW5E.FeatureAttack" }}

        +

        {{ localize "SW5E.ItemEquipmentUsage" }}

        + + {{!-- Item Activation Template --}} + {{> "systems/sw5e/templates/items/parts/item-activation.html"}} + +

        {{ localize "SW5E.ItemEquipmentAction" }}

        {{!-- Item Action Template --}} {{> "systems/sw5e/templates/items/parts/item-action.html"}}
        + {{!-- Effects Tab --}}
        From 47cfad4624493ecdb7a15d5c0cc74452741fd219 Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Wed, 21 Apr 2021 22:49:13 -0400 Subject: [PATCH 27/83] Update template.json Add crawl roll turn movement values. Removed some duplicate values. Ran Prettier so I could read it easier. --- template.json | 312 ++++++++++++++++++++++++++++---------------------- 1 file changed, 176 insertions(+), 136 deletions(-) diff --git a/template.json b/template.json index 91e05181..5dd69951 100644 --- a/template.json +++ b/template.json @@ -47,8 +47,11 @@ "movement": { "burrow": 0, "climb": 0, + "crawl": 0, "fly": 0, + "roll": 0, "swim": 0, + "turn": 0, "walk": 30, "units": "ft", "hover": false @@ -303,7 +306,7 @@ "save": "", "skill": "" }, - "power": { + "power": { "forceLightDC": "", "forceUnivDC": "", "forceDarkDC": "", @@ -404,63 +407,50 @@ } }, "starship": { - "templates": ["common"], - "attributes": { - "cargcap": 0, - "crewcap": 0, - "cscap": 0, - "death": { - "failure": 0, - "success": 0 - }, - "dr": 0, - "engpow": 1, - "exhaustion": 0, - "hd": "", - "hp": { - "value": 10, - "max": 10, - "formula": "", - "temp": 0, - "tempmax": 0 - }, - "hsm": 1, - "mods": { - "open": 10, - "max": 10 - }, - "pd": "", - "sd": "", - "shieldpow": 1, - "sp": { - "formula": "" - }, - "sscap": 0, - "suites": { - "open": 0, - "max": 0 + "templates": ["common"], + "attributes": { + "cargcap": 0, + "crewcap": 0, + "cscap": 0, + "death": { + "failure": 0, + "success": 0 }, - "weaponpow": 1 - }, - "details": { - "tier": 0, - "role": "", - "source": "" - }, - "skills": { - "ast": { - "value": 0, - "ability": "int" - }, - "bst": { - "value": 0, - "ability": "str" - }, - "dat": { - "value": 0, - "ability": "int" - }, - "skills": { + "dr": 0, + "engpow": 1, + "exhaustion": 0, + "hd": "", + "hp": { + "value": 10, + "max": 10, + "formula": "", + "temp": 0, + "tempmax": 0 + }, + "hsm": 1, + "mods": { + "open": 10, + "max": 10 + }, + "pd": "", + "sd": "", + "shieldpow": 1, + "sp": { + "formula": "" + }, + "sscap": 0, + "suites": { + "open": 0, + "max": 0 + }, + "weaponpow": 1 + }, + "details": { + "tier": 0, + "role": "", + "source": "" + }, + "skills": { "ast": { "value": 0, "ability": "int" @@ -499,7 +489,7 @@ }, "prb": { "value": 0, - "ability": "int" + "ability": "int" }, "ram": { "value": 0, @@ -517,11 +507,11 @@ "value": 0, "ability": "cha" } - }, + }, "traits": { "size": "med" } - }, + }, "vehicle": { "templates": ["common"], "abilities": { @@ -568,8 +558,17 @@ "value": ["poison", "psychic"] }, "ci": { - "value": ["blinded", "charmed", "deafened", "frightened", "paralyzed", "petrified", "poisoned", "stunned", - "unconscious"] + "value": [ + "blinded", + "charmed", + "deafened", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned", + "unconscious" + ] } }, "cargo": { @@ -579,65 +578,87 @@ } }, "Item": { - "types": ["archetype", "background", "backpack", "class", "classfeature", "consumable", "deployment", "deploymentfeature", "equipment", "feat", "fightingmastery", "fightingstyle", "lightsaberform", "loot", "power", "species", "starshipfeature", "starshipmod", "tool", "venture", "weapon"], + "types": [ + "archetype", + "background", + "backpack", + "class", + "classfeature", + "consumable", + "deployment", + "deploymentfeature", + "equipment", + "feat", + "fightingmastery", + "fightingstyle", + "lightsaberform", + "loot", + "power", + "species", + "starshipfeature", + "starshipmod", + "tool", + "venture", + "weapon" + ], "templates": { "archetypeDescription": { - "description": "", + "description": "", "source": "" }, - "backgroundDescription": { - "flavorText": { - "value": "" - }, - "flavorName": { - "value": "" + "backgroundDescription": { + "flavorText": { + "value": "" + }, + "flavorName": { + "value": "" }, "flavorDescription": { - "value": "" + "value": "" }, "flavorOptions": { - "value": "" + "value": "" }, "skillProficiencies": { - "value": "" + "value": "" }, "toolProficiencies": { - "value": "" + "value": "" }, "languages": { - "value": "" + "value": "" }, "equipment": { - "value": "" + "value": "" }, "suggestedCharacteristics": { - "value": "" + "value": "" }, "featureName": { - "value": "" + "value": "" }, "featureText": { - "value": "" + "value": "" }, "featOptions": { - "value": "" + "value": "" }, "personalityTraitOptions": { - "value": "" + "value": "" }, "idealOptions": { - "value": "" + "value": "" }, "flawOptions": { - "value": "" + "value": "" }, "bondOptions": { - "value": "" + "value": "" }, "source": { - "value": "" + "value": "" } - }, + }, "itemDescription": { "description": { "value": "", @@ -647,46 +668,46 @@ "requirements": "", "source": "" }, - "classDescription": { - "description": { + "classDescription": { + "description": { "value": "" } - }, + }, "fightingmasteryDescription": { - "description": { - "value": "" - }, - "source": { - "value": "" - } - }, + "description": { + "value": "" + }, + "source": { + "value": "" + } + }, "fightingstyleDescription": { - "description": { - "value": "" - }, - "source": { - "value": "" - } - }, + "description": { + "value": "" + }, + "source": { + "value": "" + } + }, "lightsaberformDescription": { - "description": { - "value": "" - }, - "source": { - "value": "" - } - }, - "speciesDescription": { - "data": "$characteristics-table", + "description": { + "value": "" + }, + "source": { + "value": "" + } + }, + "speciesDescription": { + "data": "$characteristics-table", "description": { "value": "", "chat": "", "unidentified": "" }, "source": "", - "traits": "" - }, - "ventureDescription": { + "traits": "" + }, + "ventureDescription": { "description": { "value": "" }, @@ -694,7 +715,7 @@ "source": { "value": "" } - }, + }, "physicalItem": { "quantity": 1, "weight": 0, @@ -767,32 +788,36 @@ }, "starshipEquipment": { "capx": { - "value":null + "value": null }, "hpperhd": { - "value":null + "value": null }, "regrateco": { - "value":null + "value": null }, "cscap": { - "value":null + "value": null }, "sscap": { - "value":null + "value": null }, "fuelcostsmod": { - "value":null + "value": null }, "powerdicerec": { - "value":null + "value": null }, "hdclass": { - "value":null + "value": null } } }, - "htmlFields": ["description.value", "description.chat", "description.unidentified"], + "htmlFields": [ + "description.value", + "description.chat", + "description.unidentified" + ], "archetype": { "templates": ["archetypeDescription"], "className": "", @@ -814,7 +839,7 @@ }, "class": { "templates": ["classDescription"], - "className": "", + "className": "", "levels": 1, "archetype": "", "hitDice": "d6", @@ -846,30 +871,39 @@ "value": null } }, - "deploymentfeature": { - "templates": ["itemDescription", "activatedEffect", "action"] - }, "fightingmastery": { "templates": ["fightingmasteryDescription"] }, "fightingstyle": { "templates": ["fightingstyleDescription"] - }, + }, "lightsaberform": { "templates": ["lightsaberformDescription"] }, "venture": { "templates": ["ventureDescription"] - }, + }, "consumable": { - "templates": ["itemDescription", "physicalItem", "activatedEffect", "action"], + "templates": [ + "itemDescription", + "physicalItem", + "activatedEffect", + "action" + ], "consumableType": "potion", "uses": { "autoDestroy": false } }, "equipment": { - "templates": ["itemDescription", "physicalItem", "activatedEffect", "action", "mountable", "starshipEquipment"], + "templates": [ + "itemDescription", + "physicalItem", + "activatedEffect", + "action", + "mountable", + "starshipEquipment" + ], "armor": { "type": "light", "value": 10, @@ -896,7 +930,7 @@ }, "species": { "templates": ["speciesDescription"] - }, + }, "tool": { "templates": ["itemDescription", "physicalItem"], "ability": "int", @@ -933,7 +967,7 @@ "starshipfeature": { "templates": ["itemDescription", "activatedEffect", "action"], "size": "med", - "tier": 0 + "tier": 0 }, "starshipmod": { "templates": ["itemDescription", "activatedEffect", "action"], @@ -955,7 +989,13 @@ } }, "weapon": { - "templates": ["itemDescription", "physicalItem" ,"activatedEffect", "action", "mountable"], + "templates": [ + "itemDescription", + "physicalItem", + "activatedEffect", + "action", + "mountable" + ], "weaponType": "simpleVW", "properties": {}, "proficient": true From 1df6ccb1c9fe203d56fffac842b330b68e1ff33f Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Thu, 29 Apr 2021 15:49:44 -0400 Subject: [PATCH 28/83] "My Dudes" Updates 4/22-4/29/2021 + Adds Triage Technique (Scout) to Archetypes compendium. + Adds Path of Meditation (Sentinel) to Archetypes compendium. + Adds new archetypes artwork. ^ Updates Archetypes links on Scout and Sentinel classes. --- packs/Icons/Archetypes/Path of Meditation.webp | Bin 0 -> 11566 bytes packs/Icons/Archetypes/Triage Technique.webp | Bin 0 -> 10034 bytes packs/packs/archetypes.db | 2 ++ packs/packs/classes.db | 4 ++-- 4 files changed, 4 insertions(+), 2 deletions(-) create mode 100644 packs/Icons/Archetypes/Path of Meditation.webp create mode 100644 packs/Icons/Archetypes/Triage Technique.webp diff --git a/packs/Icons/Archetypes/Path of Meditation.webp b/packs/Icons/Archetypes/Path of Meditation.webp new file mode 100644 index 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zq30h@gz7QB|J>$0Q%zG9@L;3pWtpa)$y9GS7w-pAz%(1f3K|o|WQY@}w(CW2 zGn^-EQRfn85-eiq6%trOA&}qg?4^S!ThoA@I{rR3NfEsF6FW}dY~m8f4kqw zoAK|lY*Z8h($ literal 0 HcmV?d00001 diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index 205dc6ff..483d5894 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -30,6 +30,7 @@ {"_id":"HOGXsFNkpWruE1Wd","name":"Archaeologist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

        Archaeologist Pursuit

        \n

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

        \n

        Bonus Proficiencies

        \n

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

        \n

        Forcecasting

        \n

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

        \n

        Force Powers Known

        \n

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

        \n

        Force Points

        \n

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

        \n

        Max Power Level

        \n

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

        \n

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

        \n

        Forcecasting Ability

        \n

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

        \n

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

        \n

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

        \n

         

        \n
        \n
        \n

        Archaeologist Pursuit Forcecasting

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

         

        \n

        Archaic Diagnostics

        \n

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

        \n

        Additional Maneuvers

        \n

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

        \n

        Force Resonance

        \n

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

        \n

        Fortune and Glory

        \n

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

        \n

        Fossil Fueled

        \n

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

        \n

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

        \n

        One with the Force

        \n

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

        \n

        Overwhelming Wit

        \n

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

        \n

        Mind Over Mystery

        \n

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

        \n

        Short Round

        \n

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

        \n

        Strikeforce

        \n

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

        \n

        You Call This Archaeology?

        \n

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

        \n

        Force Carving

        \n

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

        \n

        Psychometric Analysis

        \n

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

        \n

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

        \n

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

        \n

        Knowledge is Power

        \n

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

        \n

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

        \n

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

        \n

        Discoveries (Archaeologist)

        \n

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

        \n

        Archive Research

        \n

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

        \n

        Force Combat Knowledge

        \n

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

        \n

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

        \n

        It Belongs in a Museum

        \n

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

        \n

        Localized Survey

        \n

        Prerequisite: 13th level

        \n

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

        \n

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

        \n

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

        \n

        Making This Up As You Go

        \n

        Prerequisite: 17th level

        \n

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

        \n

        Telekinetic Ministrations

        \n

        Prerequisite: 9th level

        \n

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

        \n

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

        \n

        The Years and the Mileage

        \n

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

        \n

        Tomb of the Ancients

        \n

        Prerequisite: 5th level

        \n

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

        \n

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

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

        Experimental Engineering

        \n

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

        \n

        Bonus Proficiencies

        \n

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

        \n

        Modified Tinkercannon

        \n

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

        \n

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

        \n

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

        \n

        Unstable Volley

        \n

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

        \n

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

        \n

        Creative Destruction

        \n

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

        \n

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

        \n

        Experimental Overrides

        \n

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

        \n

        Engineering Bombardment

        \n

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

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

        Disabling Practice

        \n

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

        \n

        Clinch Strike

        \n

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

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

        Skilled Grappler

        \n

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

        \n

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

        \n

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

        \n

        Constrict

        \n

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

        \n

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

        \n

        Disarm

        \n

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

        \n

        Hip Toss

        \n

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

        \n

        Human Shield

        \n

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

        \n

        Kiss the Wall

        \n

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

        \n

        Neck Snap

        \n

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

        \n

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

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

        Path of Meditation

        \n

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

        \n

        Sage Counsel

        \n

        Path of Meditation: 3rd level

        \n

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

        \n

        Force-Empowered Allies

        \n

        Path of Meditation: 3rd level

        \n

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

        \n

        Deflection

        \n

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

        \n

        Double Strike

        \n

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

        \n

        Slow Time

        \n

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

        \n

        Unbreakable Focus

        \n

        Path of Meditation: 7th level

        \n

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

        \n

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

        \n

        Turbulent Presence

        \n

        Path of Meditation: 13th level

        \n

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

        \n

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

        \n

        Legendary Battle Meditation

        \n

        Path of Meditation: 18th level

        \n

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

        \n

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

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

        Hunter Technique

        \n

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

        \n

        Hunter's Prey

        \n

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

        \n

        Colossus Slayer

        \n

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

        \n

        Giant Killer

        \n

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

        \n

        Horde Breaker

        \n

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

        \n

        Mark of the Hunter

        \n

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

        \n

        Defensive Tactics

        \n

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

        \n

        Escape the Horde

        \n

        Opportunity attacks against you are made with disadvantage.

        \n

        Multiattack Defense

        \n

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

        \n

        Steel Will

        \n

        You have advantage on saving throws against being frightened.

        \n

        Multiattack

        \n

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

        \n

        Volley

        \n

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

        \n

        Whirlwind Attack

        \n

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

        \n

        Superior Hunter's Defense

        \n

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

        \n

        Evasion

        \n

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

        \n

        Stand Against the Tide

        \n

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

        \n

        Uncanny Dodge

        \n

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

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

        Way of Confluence

        \n

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

        \n

        Manipulate Life Force

        \n

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

        \n

        Empowered Connection

        \n

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

        \n

        Life Eternal

        \n

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

        \n

        Interconnectedness

        \n

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

        \n

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

        \n

        Dynamic Attachment

        \n

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

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

        Armstech Engineering

        \n

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

        \n

        Bonus Proficiencies

        \n

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

        \n

        Modified Weaponry

        \n

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

        \n

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

        \n

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

        \n

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

        \n

        Close Call

        \n

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

        \n

        Armstech's Strike

        \n

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

        \n

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

        \n

        Targeting Matrix

        \n

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

        \n

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

        \n

        Armstech's Salvo

        \n

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

        \n

        Armstech Modifications

        \n

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

        \n

        Accuracy Focus

        \n

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

        \n

        Amplifying Barrel

        \n

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

        \n

        Bayonet

        \n

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

        \n

        Burst Core

        \n

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

        \n

        Booming Strikes

        \n

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

        \n

        Celerity Oscillator

        \n

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

        \n

        Collapsible Frame

        \n

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

        \n

        Contoured Grip

        \n

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

        \n

        Expanded Magazine

        \n

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

        \n

        Flashlight

        \n

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

        \n

        Harpoon Reel

        \n

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

        \n

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

        \n

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

        \n

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

        \n

        Imbue Weapon

        \n

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

        \n

        Improved Burst Core

        \n

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

        \n

        Integrated Magazine

        \n

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

        \n

        Jagged Oscillator

        \n

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

        \n

        Keen Oscillator

        \n

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

        \n

        Neutronium Edge

        \n

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

        \n

        Overcharge Weapon

        \n

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

        \n

        Power Loop

        \n

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

        \n

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

        \n

        Recoil Dampener

        \n

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

        \n

        Returning Weapon Guard

        \n

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

        \n

        Screening Weapon

        \n

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

        \n

        Siege Weapon

        \n

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

        \n

        Shock Absorber

        \n

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

        \n

        Shock Harpoon

        \n

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

        \n

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

        \n

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

        \n

        Shocking Oscillator

        \n

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

        \n

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

        \n

        Snap Fire

        \n

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

        \n

        Stabilizer Cell

        \n

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

        \n

        Staggering Oscillator

        \n

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

        \n

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

        \n

        Tracker

        \n

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

        \n

        The tracker regains all expended charges after a long rest.

        \n

        Truelight

        \n

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

        \n

        Venomous Oscillator

        \n

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

        \n

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

        "},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"arms","mode":"+","targetSpecific":false,"id":1,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"martial blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"martial vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Armstech%20Engineering.webp","effects":[]} @@ -55,6 +56,7 @@ {"_id":"XxG8t5Tr9agbjytr","name":"Brawling Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

        Brawling Approach

        \n

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

        \n

        Fists of Fury

        \n

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

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

        Reckless Strikes

        \n

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

        \n

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

        \n

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

        \n

        Bracing Strike

        \n

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

        \n

        Punishing Strike

        \n

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

        \n

        Staggering Strike

        \n

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

        \n

        Shattering Strikes

        \n

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

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

        Stop Hitting Each Other

        \n

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

        \n

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

        \n

        Enforcer

        \n

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

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

        Way of Endurance

        \n

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

        \n

        Upheld by the Force

        \n

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

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

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

        \n

        Retaliation Strike

        \n

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

        \n

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

        \n

        Boundless Vitality

        \n

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

        \n

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

        \n

        Unrelenting Resilience

        \n

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

        \n

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

        \n

        The Force Unleashed

        \n

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

        \n

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

        \n

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

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

        Sharpshooter Practice

        \n

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

        \n

        Assume the Position

        \n

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

        \n

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

        \n

        Place Shot

        \n

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

        \n

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

        \n

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

        \n

        Disarming Shot

        \n

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

        \n

        Penetrating Shot

        \n

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

        \n

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

        \n

        Suppressive Shot

        \n

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

        \n

        Head Shot

        \n

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

        \n

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

        \n

        Distracting Shot

        \n

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

        \n

        Double Tap

        \n

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

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

        Triage Technique

        \n

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

        \n

        Triage Training

        \n

        Triage Technique: 3rd level

        \n

        You gain proficiency in the Medicine skill.

        \n

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

        \n

        Mark of Triage

        \n

        Triage Technique: 3rd level

        \n

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

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

        Double Dose

        \n

        Triage Technique: 7th level

        \n

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

        \n

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

        \n

        Experimental Infusion

        \n

        Triage Technique: 11th level

        \n

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

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

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

        \n

        Cure-All

        \n

        Triage Technique: 15th level

        \n

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

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

        Deadeye Technique

        \n

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

        \n

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

        \n

        Focused Superiority

        \n

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

        \n

        Maneuvers

        \n

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

        \n

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

        \n

        Superiority Dice

        \n

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

        \n

        Saving Throws

        \n

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

        \n

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

        \n
        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        Deadeye Technique Focused Superiority
        LevelFocused SuperioritySuperiority DiceManeuvers Known
        3rdd422
        4thd422
        5thd622
        6thd622
        7thd633
        8thd633
        9thd833
        10thd833
        11thd844
        12thd844
        13thd1044
        14thd1044
        15thd1055
        16thd1055
        17thd1255
        18thd1255
        19thd1255
        20thd1255
        \n
        \n
        \n

        Maneuvers

        \n

        The maneuvers are presented in alphabetical order.

        \n

        Crippling Shot

        \n

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

        \n

        Daring Escape

        \n

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

        \n

        Covering Fire

        \n

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

        \n

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

        \n

        Disarming Shot

        \n

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

        \n

        Distracting Shot

        \n

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

        \n

        Exploit Weakness

        \n

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

        \n

        Penetrating Shot

        \n

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

        \n

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

        \n

        Precision Attack

        \n

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

        \n

        Return Fire

        \n

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

        \n

        Mark of the Deadeye

        \n

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

        \n

        Cover to Cover

        \n

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

        \n

        Deadeye Technique Focused Superiority

        \n

        Shoot First

        \n

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

        \n

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

        \n

        Overwatch

        \n

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

        \n

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

        "},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Deadeye%20Technique.webp","effects":[]} {"_id":"avFn1m9oUpDgKAAF","name":"Astrotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

        Astrotech Engineering

        \n

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

        \n

        Bonus Proficiencies

        \n

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

        \n

        Droid Companion

        \n

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

        \n

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

        \n

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

        \n

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

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

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

        \n

        Potent Integration

        \n

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

        \n

        Coordinated Attack

        \n

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

        \n

        Droid Defense

        \n

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

        \n

        Superior Droid Defense

        \n

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

        \n

        Generating Your Droid

        \n

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

        \n

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

        \n

        Droid Features

        \n

        All droids share the following features.

        \n

        Resistances and Vulnerabilities

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

        Traits

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

        Class I Droid

        \n

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

        \n

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

        \n

        Hit Points

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

        Proficiencies

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

        Features

        \n
          \n
        • Size: Medium
        • \n
        • Speed: 25 ft.
        • \n
        \n

        Class II Droid

        \n

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

        \n

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

        \n

        Hit Points

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

        Proficiencies

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

        Features

        \n
          \n
        • Size: Small
        • \n
        • Speed: 25 ft.
        • \n
        \n

        Class III Droid

        \n

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

        \n

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

        \n

        Hit Points

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

        Proficiencies

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

        Features

        \n
          \n
        • Size: Medium
        • \n
        • Speed: 25 ft.
        • \n
        \n

        Class IV Droid

        \n

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

        \n

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

        \n

        Hit Points

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

        Proficiencies

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

        Features

        \n
          \n
        • Size: Medium
        • \n
        • Speed: 30 ft.
        • \n
        \n

        Class V Droid

        \n

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

        \n

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

        \n

        Hit Points

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

        Proficiencies

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

        Features

        \n
          \n
        • Size: Medium
        • \n
        • Speed: 30 ft.
        • \n
        \n

        Astrotech Modifications

        \n

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

        \n

        Advanced Power Core

        \n

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

        \n

        Alarm Protocol

        \n

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

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

        Analysis Protocol

        \n

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

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

        Arm Cannons

        \n

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

        \n

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

        \n

        Back-Up Protocol

        \n

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

        \n

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

        \n

        Celerity Augment

        \n

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

        \n

        You can choose this modification twice.

        \n

        Charisma Chip

        \n

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

        \n

        Durability Module

        \n

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

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

        Emergency Mode

        \n

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

        \n

        Energy Shield

        \n

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

        \n

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

        \n

        Expertise Protocol

        \n

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

        \n

        False Combustion

        \n

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

        \n

        Fighting Style Protocol

        \n

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

        \n

        Flamethrower

        \n

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

        \n

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

        \n

        Four-Armed Combatant

        \n

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

        \n

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

        \n

        Heavy Plating

        \n

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

        \n

        Light Plating

        \n

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

        \n

        Martial Protocol

        \n

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

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

        Medium Plating

        \n

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

        \n

        Memory Protocol

        \n

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

        \n

        Observant Protocol

        \n

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

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

        Performance Protocol

        \n

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

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

        Powerful Droid

        \n

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

        \n

        Powerful Grip

        \n

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

        \n

        Premium Power Core

        \n

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

        \n

        Proficiency Protocol

        \n

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

        \n

        Prototype Power Core

        \n

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

        \n

        Repulsor Coil

        \n

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

        \n

        Sensor Augmentation

        \n

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

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

        Stun Ray

        \n

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

        \n

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

        \n

        Techcasting Protocol

        \n

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

        \n

        Toughness Module

        \n

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

        \n
          \n
        • Your droid becomes proficient in Constitution saving throws. If it is already proficient, it becomes proficient in another saving throw of your choice.
        • \n
        • Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
        • \n
        "},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"astro","mode":"+","targetSpecific":false,"id":1,"itemId":"avFn1m9oUpDgKAAF","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Astrotech%20Engineering.webp","effects":[]} {"_id":"bBMsNrnCUOXGfb0h","name":"Cyclone Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

        Cyclone Approach

        \n

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

        \n

        Dual Wielder

        \n

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

        \n

        Double Swing

        \n

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

        \n

        Twisting Winds

        \n

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

        \n

        Mighty Leap

        \n

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

        \n

        Tornado

        \n

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

        \n

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

        "},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Cyclone%20Approach.webp","effects":[]} diff --git a/packs/packs/classes.db b/packs/packs/classes.db index 3d1b31f5..bdcb9695 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -1,6 +1,6 @@ -{"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

        \n

        Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

        \n

        The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

        \n

        Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

        \n

        Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

        \n

        The Middle of the Road

        \n

        The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

        \n

        Solitary Action

        \n

        Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

        \n

        While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

        \n

        Quick Build

        \n

        You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

        ","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"sentinel","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

        Test

        "},"classFeatures":{"value":"
        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        The Sentinel
        LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelKinetic Combat
        1st+2Forcecasting, Led by the Force731st-
        2nd+2Force-Empowered Self, Sentinel Ideals961std4
        3rd+2Sentinel Calling1192ndd4
        4th+2Ability Score Improvement13122ndd4
        5th+3Extra Attack15152ndd6
        6th+3Sentinel Ideals (three ideals)17183rdd6
        7th+3Calling feature18213rdd6
        8th+3Ability Score Improvement19243rdd6
        9th+4Sentinel Ideals (three manifestations)21274thd8
        10th+4Battle Readiness22304thd8
        11th+4Sentinel Ideals (four ideals)24335thd8
        12th+4Ability Score Improvement25365thd8
        13th+5Calling feature26395thd10
        14th+5-28426thd10
        15th+5Enlightened Evasion29456thd10
        16th+5Ability Score Improvement30486thd10
        17th+6Sentinel Ideals (four manifestations)32517thd12
        18th+6Calling feature33547thd12
        19th+6Ability Score Improvement34577thd12
        20th+6Center of the Force35607thd12
        \n
        \n
        \n

        Class Features

        \n

        As a Sentinel, you gain the following class features.

        \n

        Hit Points

        \n

        Hit Dice: 1d8 per Sentinel level

        \n

        Hit Points at 1st Level: 8 + your Constitution modifier

        \n

        Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st

        \n

        Proficiencies

        \n

        Armor: Light armor

        \n

        Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

        \n

        Tools: One specialist's kit of your choice

        \n

        Saving Throws: Dexterity, Charisma

        \n

        Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

        \n

        Equipment

        \n

        You start with the following equipment, in addition to the equipment granted by your background

        \n
          \n
        • (a) two simple lightweapons or vibroweapons or (b) one martial lightweapon or vibroweapon with which you are proficient
        • \n
        • (a) a dungeoneer’s pack or (b) an explorer’s pack
        • \n
        • (a) a demolitions kit, (b) a security kit, or (c) a slicer’s kit
        • \n
        • a combat suit and a light physical shield
        • \n
        \n

        Variant: Starting Wealth

        \n

        In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

        \n\n\n\n\n\n\n\n\n\n\n\n
        ClassFunds
        Sentinel1,000 + 3d4 x 100 cr
        \n

        Forcecasting

        \n

        Beginning at 1st level, In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        Force Powers Known

        \n

        You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        Force Points

        \n

        You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        Max Power Level

        \n

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

        \n

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

        \n

        Forcecasting Ability

        \n

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

        \n

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

        \n

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

        \n

        Led by the Force

        \n

        Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

        \n

        Force-Empowered Self

        \n

        Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

        \n

        Deflection

        \n

        You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

        \n

        Double Strike

        \n

        You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

        \n

        Slow Time

        \n

        You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

        \n

        Sentinel Ideals

        \n

        Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

        \n

        You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

        \n

        Sentinel Calling

        \n

        When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

        \n

        Ability Score Improvement

        \n

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        \n

        Extra Attack

        \n

        At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

        \n

        Battle Readiness

        \n

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

        \n

        Enlightened Evasion

        \n

        When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

        \n

        Center of the Force

        \n

        At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

        \n

        Sentinel Ideals

        \n

        The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

        \n

        Ideal of the Agile

        \n

        You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

        \n

        Ideal of the Artisan

        \n

        Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

        \n

        Ideal of the Contender

        \n

        You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

        \n

        Ideal of the Fighter

        \n

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

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

        \n

        Ideal of the Hunter

        \n

        You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

        \n

        Ideal of the Steadfast

        \n

        When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

        \n

        Ideal of the Titan

        \n

        You gain proficiency in medium armor.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

        \n

        Ideal of the Tranquil

        \n

        When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

        \n

        Ideal of the Vigorous

        \n

        When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

        "},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

        Sentinel Callings

        \n

        Different sentinels select different callings, called Paths, to follow as they hone their powers. Your calling grants you features at 3rd, 7th, 13th, and 18th level.

        \n

        @Compendium[sw5e.archetypes.3GmBJl9h0FpyIKFg]{Path of Aggression}

        \n

        @Compendium[sw5e.archetypes.qlg4myujDRxt6FXB]{Path of Communion}

        \n

        @Compendium[sw5e.archetypes.9AQImD6JBpd9c1UK]{Path of the Corsair}

        \n

        @Compendium[sw5e.archetypes.pnWaHtbho4xgFpIU]{Path of Etherealness}

        \n

        @Compendium[sw5e.archetypes.xIgy4jaHPhmry1Ub]{Path of Focus}

        \n

        @Compendium[sw5e.archetypes.4afEpKVpPAUq3lMe]{Path of the Forceblade}

        \n

        @Compendium[sw5e.archetypes.X3FsoSbXFXkvJvZO]{Path of Shadows}

        \n

        @Compendium[sw5e.archetypes.tND6Q1akd5unb3jf]{Path of Synthesis}

        \n

        @Compendium[sw5e.archetypes.BtUr8K0noVfAE11J]{Path of Tenacity}

        \n

        @Compendium[sw5e.archetypes.VRfBQKAhumWExGiy]{Path of Witchcraft}

        "}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":5,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakram","mode":"+","targetSpecific":false,"id":6,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleblade","mode":"+","targetSpecific":false,"id":7,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesaber","mode":"+","targetSpecific":false,"id":8,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleshoto","mode":"+","targetSpecific":false,"id":9,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesword","mode":"+","targetSpecific":false,"id":10,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"hidden blade","mode":"+","targetSpecific":false,"id":11,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"lightfoil","mode":"+","targetSpecific":false,"id":12,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"light ring","mode":"+","targetSpecific":false,"id":13,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":14,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrorapier","mode":"+","targetSpecific":false,"id":15,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":16,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Sentinel.webp","effects":[]} +{"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

        \n

        Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

        \n

        The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

        \n

        Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

        \n

        Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

        \n

        The Middle of the Road

        \n

        The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

        \n

        Solitary Action

        \n

        Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

        \n

        While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

        \n

        Quick Build

        \n

        You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

        ","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"sentinel","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

        Test

        "},"classFeatures":{"value":"
        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        The Sentinel
        LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelKinetic Combat
        1st+2Forcecasting, Led by the Force731st-
        2nd+2Force-Empowered Self, Sentinel Ideals961std4
        3rd+2Sentinel Calling1192ndd4
        4th+2Ability Score Improvement13122ndd4
        5th+3Extra Attack15152ndd6
        6th+3Sentinel Ideals (three ideals)17183rdd6
        7th+3Calling feature18213rdd6
        8th+3Ability Score Improvement19243rdd6
        9th+4Sentinel Ideals (three manifestations)21274thd8
        10th+4Battle Readiness22304thd8
        11th+4Sentinel Ideals (four ideals)24335thd8
        12th+4Ability Score Improvement25365thd8
        13th+5Calling feature26395thd10
        14th+5-28426thd10
        15th+5Enlightened Evasion29456thd10
        16th+5Ability Score Improvement30486thd10
        17th+6Sentinel Ideals (four manifestations)32517thd12
        18th+6Calling feature33547thd12
        19th+6Ability Score Improvement34577thd12
        20th+6Center of the Force35607thd12
        \n
        \n
        \n

        Class Features

        \n

        As a Sentinel, you gain the following class features.

        \n

        Hit Points

        \n

        Hit Dice: 1d8 per Sentinel level

        \n

        Hit Points at 1st Level: 8 + your Constitution modifier

        \n

        Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st

        \n

        Proficiencies

        \n

        Armor: Light armor

        \n

        Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

        \n

        Tools: One specialist's kit of your choice

        \n

        Saving Throws: Dexterity, Charisma

        \n

        Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

        \n

        Equipment

        \n

        You start with the following equipment, in addition to the equipment granted by your background

        \n
          \n
        • (a) two simple lightweapons or vibroweapons or (b) one martial lightweapon or vibroweapon with which you are proficient
        • \n
        • (a) a dungeoneer’s pack or (b) an explorer’s pack
        • \n
        • (a) a demolitions kit, (b) a security kit, or (c) a slicer’s kit
        • \n
        • a combat suit and a light physical shield
        • \n
        \n

        Variant: Starting Wealth

        \n

        In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

        \n\n\n\n\n\n\n\n\n\n\n\n
        ClassFunds
        Sentinel1,000 + 3d4 x 100 cr
        \n

        Forcecasting

        \n

        Beginning at 1st level, In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        Force Powers Known

        \n

        You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        Force Points

        \n

        You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        Max Power Level

        \n

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

        \n

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

        \n

        Forcecasting Ability

        \n

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

        \n

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

        \n

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

        \n

        Led by the Force

        \n

        Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

        \n

        Force-Empowered Self

        \n

        Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

        \n

        Deflection

        \n

        You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

        \n

        Double Strike

        \n

        You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

        \n

        Slow Time

        \n

        You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

        \n

        Sentinel Ideals

        \n

        Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

        \n

        You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

        \n

        Sentinel Calling

        \n

        When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

        \n

        Ability Score Improvement

        \n

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        \n

        Extra Attack

        \n

        At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

        \n

        Battle Readiness

        \n

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

        \n

        Enlightened Evasion

        \n

        When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

        \n

        Center of the Force

        \n

        At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

        \n

        Sentinel Ideals

        \n

        The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

        \n

        Ideal of the Agile

        \n

        You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

        \n

        Ideal of the Artisan

        \n

        Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

        \n

        Ideal of the Contender

        \n

        You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

        \n

        Ideal of the Fighter

        \n

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

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

        \n

        Ideal of the Hunter

        \n

        You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

        \n

        Ideal of the Steadfast

        \n

        When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

        \n

        Ideal of the Titan

        \n

        You gain proficiency in medium armor.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

        \n

        Ideal of the Tranquil

        \n

        When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

        \n

        Ideal of the Vigorous

        \n

        When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

        "},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

        Sentinel Callings

        \n

        Different sentinels select different callings, called Paths, to follow as they hone their powers. Your calling grants you features at 3rd, 7th, 13th, and 18th level.

        \n

        @Compendium[sw5e.archetypes.3GmBJl9h0FpyIKFg]{Path of Aggression}

        \n

        @Compendium[sw5e.archetypes.qlg4myujDRxt6FXB]{Path of Communion}

        \n

        @Compendium[sw5e.archetypes.9AQImD6JBpd9c1UK]{Path of the Corsair}

        \n

        @Compendium[sw5e.archetypes.pnWaHtbho4xgFpIU]{Path of Etherealness}

        \n

        @Compendium[sw5e.archetypes.xIgy4jaHPhmry1Ub]{Path of Focus}

        \n

        @Compendium[sw5e.archetypes.4afEpKVpPAUq3lMe]{Path of the Forceblade}

        \n

        @Compendium[sw5e.archetypes.L6wU6YEYKHOJH9AX]{Path of Meditation}

        \n

        @Compendium[sw5e.archetypes.X3FsoSbXFXkvJvZO]{Path of Shadows}

        \n

        @Compendium[sw5e.archetypes.tND6Q1akd5unb3jf]{Path of Synthesis}

        \n

        @Compendium[sw5e.archetypes.BtUr8K0noVfAE11J]{Path of Tenacity}

        \n

        @Compendium[sw5e.archetypes.VRfBQKAhumWExGiy]{Path of Witchcraft}

        "}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":5,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakram","mode":"+","targetSpecific":false,"id":6,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleblade","mode":"+","targetSpecific":false,"id":7,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesaber","mode":"+","targetSpecific":false,"id":8,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleshoto","mode":"+","targetSpecific":false,"id":9,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesword","mode":"+","targetSpecific":false,"id":10,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"hidden blade","mode":"+","targetSpecific":false,"id":11,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"lightfoil","mode":"+","targetSpecific":false,"id":12,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"light ring","mode":"+","targetSpecific":false,"id":13,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":14,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrorapier","mode":"+","targetSpecific":false,"id":15,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":16,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Sentinel.webp","effects":[]} {"_id":"2femmWtRKWpl2VAl","name":"Operative","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

        \n

        A Bothan spy takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she slices the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone—with the data in hand.

        \n

        With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.

        \n

        A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.

        \n

        Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.

        \n

        Evading Danger

        \n

        Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.

        \n

        Outside the Law

        \n

        Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

        \n

        While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

        \n

        Quick Build

        \n

        You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the @Compendium[sw5e.backgrounds.IgvB3RMSetUpL1l0]{Gambler} background.

        ","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

        Test

        "},"classFeatures":{"value":"
        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        The Operative
        LevelProficiency BonusFeaturesSneak AttackOperative Exploits
        1st+2Expertise, Sneak Attack1d6-
        2nd+2Cunning Action, Operative Exploits1d62
        3rd+2Bad Feeling, Operative Practice2d62
        4th+2Ability Score Improvement2d62
        5th+3Uncanny Dodge3d62
        6th+3Expertise3d62
        7th+3Evasion4d63
        8th+3Ability Score Improvement4d63
        9th+4Practice feature5d63
        10th+4Ability Score Improvement5d63
        11th+4Reliable Talent6d63
        12th+4Ability Score Improvement6d63
        13th+5Practice feature7d64
        14th+5Blindsense7d64
        15th+5Slippery Mind8d64
        16th+5Ability Score Improvement8d64
        17th+6Practice feature9d65
        18th+6Elusive9d65
        19th+6Ability Score Improvement10d65
        20th+6Stroke of Luck10d65
        \n
        \n
        \n

        Class Features

        \n

        As a Operative, you gain the following class features.

        \n

        Hit Points

        \n

        Hit Dice: 1d8 per Operative level

        \n

        Hit Points at 1st Level: 8 + your Constitution modifier

        \n

        Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st

        \n

        Proficiencies

        \n

        Armor: Light armor

        \n

        Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

        \n

        Tools: One specialist's kit of your choice

        \n

        Saving Throws: Dexterity, Intelligence

        \n

        Skills: Choose any four

        \n

        Equipment

        \n

        You start with the following equipment, in addition to the equipment granted by your background

        \n
          \n
        • (a) a vibrorapier, (b) a hidden blade, (c) a simple blaster and a power cell, or (d) a simple vibroweapon
        • \n
        • (a) a simple blaster and two power cells or (b) a simple vibroweapon and a light physical shield
        • \n
        • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
        • \n
        • A tool with which you are proficient
        • \n
        • Combat suit and a vibrodagger
        • \n
        \n

        Variant: Starting Wealth

        \n

        In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

        \n\n\n\n\n\n\n\n\n\n\n\n
        ClassFunds
        Operative7d4 x 100 cr
        \n

        Expertise

        \n

        Beginning at 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

        \n

        At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

        \n

        Sneak Attack

        \n

        Also at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

        \n

        You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

        \n

        The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative class table.

        \n

        Cunning Action

        \n

        At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

        \n

        Operative Exploits

        \n

        Also at 2nd level, you’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.

        \n

        Bad Feeling

        \n

        Starting at 3rd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

        \n

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

        \n

        Operative Practice

        \n

        Also at 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

        \n

        Ability Score Improvement

        \n

        When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        \n

        Uncanny Dodge

        \n

        Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

        \n

        Evasion

        \n

        Beginning at 7th level, when you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

        \n

        Reliable Talent

        \n

        By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

        \n

        Blindsense

        \n

        Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

        \n

        Slippery Mind

        \n

        By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

        \n

        Elusive

        \n

        Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

        \n

        Stroke of Luck

        \n

        At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

        \n

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

        \n

        Operative Exploits

        \n

        The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

        \n

        Commander’s Exploit

        \n

        You gain proficiency in medium armor.

        \n

        Explorer’s Exploit

        \n

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

        \n

        Fate’s Exploit

        \n

        Prerequisite: 7th level
        When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

        \n

        Fighter’s Exploit

        \n

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

        \n

        Freedom’s Exploit

        \n

        You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

        \n

        Guerrilla’s Exploit

        \n

        You only need 4 hours of sleep to gain the benefit of a long rest.

        \n

        Additionally, you have advantage on saving throws against exhaustion.

        \n

        Learner’s Exploit

        \n

        You gain proficiency in a skill and a tool, or two tools.

        \n

        You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

        \n

        Mentor’s Exploit

        \n

        Prerequisite: 13th level
        Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

        \n

        Skill’s Exploit

        \n

        You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

        \n

        When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        \n

        Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

        \n

        Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

        \n

        Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

        \n

        Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

        \n

        Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

        \n

        Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

        \n

        Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

        \n

        Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n

        Technologist’s Exploit

        \n

        Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

        \n

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

        \n

        Weaponmaster’s Exploit

        \n

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

        \n

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

        "},"className":{"value":"Operative"},"atFlavorText":{"value":"

        Operative Practices

        \n

        Operatives have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different operatives steer those talents in varying directions, embodied by the different operative practices. Your practice grants you features at 3rd, 9th, 13th, and 17th level.

        \n

        @Compendium[sw5e.archetypes.uKs4nEUZxYJ6iAd7]{Acquisitions Practice}

        \n

        @Compendium[sw5e.archetypes.xUUk8lINd1wpQrIh]{Beguiler Practice}

        \n

        @Compendium[sw5e.archetypes.KXH9dZsv2CAXAa6X]{Disabling Practice}

        \n

        @Compendium[sw5e.archetypes.HAbjFjbdRHO3mBss]{Gunslinger Practice}

        \n

        @Compendium[sw5e.archetypes.G1F7NBAvLma5Aot4]{Lethality Practice}

        \n

        @Compendium[sw5e.archetypes.owhXRBD1NnGWXdr6]{Performance Practice}

        \n

        @Compendium[sw5e.archetypes.A3MyNIRoyvE9fP64]{Ruffian Practice}

        \n

        @Compendium[sw5e.archetypes.lETcZuQWPZg3n2u0]{Saboteur Practice}

        \n

        @Compendium[sw5e.archetypes.TgUiU6MrAP7Xyj3H]{Sawbones Practice}

        \n

        @Compendium[sw5e.archetypes.RulD3rQZqDk5H0Pl]{Scrapper Practice}

        \n

        @Compendium[sw5e.archetypes.YByrgf4R9lfeVVBQ]{Sharpshooter Practice}

        "}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Operative.webp","effects":[]} -{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

        \n

        Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

        \n

        After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

        \n

        Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

        \n

        Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

        \n

        Deadly Hunters

        \n

        Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

        \n

        Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

        \n

        Independent Adventurers

        \n

        Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

        \n

        As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

        \n

        Quick Build

        \n

        You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the @Compendium[sw5e.backgrounds.wjFDb34eLfyjff1k]{Bounty Hunter} background.

        ","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"scout","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

        Test

        "},"classFeatures":{"value":"
        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        The Scout
        LevelProficiency BonusFeaturesRanger's QuarryTech Powers KnownTech PointsMax Power Level
        1st+2Ranger's Quarry, Pathfinderd4---
        2nd+2Techcasting, Fighting Styled4421st
        3rd+2Scout Routine, Scout Techniqued4531st
        4th+2Ability Score Improvementd4641st
        5th+3Extra Attackd6752nd
        6th+3Expertised6862nd
        7th+3Technique feature, Scout Routine (two routines)d6972nd
        8th+3Ability Score Improvementd61082nd
        9th+4Scout Routine (15-foot radius)d81293rd
        10th+4Commandod813103rd
        11th+4Technique featured814113rd
        12th+4Ability Score Improvementd815123rd
        13th+5-d1016134th
        14th+5Expertise, Combat Techd1017144th
        15th+5Technique feature, Scout Routine (three routines)d1018154th
        16th+5Ability Score Improvementd1019164th
        17th+6Scout Routine (30-foot radius)d1220175th
        18th+6Supreme Awarenessd1221185th
        19th+6Ability Score Improvementd1222195th
        20th+6Foe Slayerd1223205th
        \n
        \n
        \n

        Class Features

        \n

        As a Scout, you gain the following class features.

        \n

        Hit Points

        \n

        Hit Dice: 1d10 per Scout level

        \n

        Hit Points at 1st Level: 10 + your Constitution modifier

        \n

        Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

        \n

        Proficiencies

        \n

        Armor: Light armor, medium armor

        \n

        Weapons: All blasters, all vibroweapons

        \n

        Tools: None

        \n

        Saving Throws: Strength, Dexterity

        \n

        Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

        \n

        Equipment

        \n

        You start with the following equipment, in addition to the equipment granted by your background

        \n
          \n
        • (a) mesh armor or (b) combat suit, blaster carbine, and two power cells
        • \n
        • (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons
        • \n
        • (a) a hold-out and a power cell or (b) two vibrodaggers
        • \n
        • (a) a dungeoneer’s pack or (b) an explorer’s pack
        • \n
        • A wristpad
        • \n
        \n

        Variant: Starting Wealth

        \n

        In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

        \n\n\n\n\n\n\n\n\n\n\n\n
        ClassFunds
        Scout8d4 x 100 cr
        \n

        Ranger's Quarry

        \n

        Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

        \n
          \n
        • Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon's damage. This die changes as you gain scout levels, as shown in the Ranger's Quarry Damage Die column of the scout class table.
        • \n
        • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it's on the same planet as you.
        • \n
        \n

        You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

        \n

        The duration increases to 8 hours at 9th level and 24 hours at 17th level.

        \n

        Pathfinder

        \n

        Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

        \n
          \n
        • Difficult terrain doesn't slow your group's travel.
        • \n
        • You can't become lost by unenhanced means.
        • \n
        • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
        • \n
        • If you are traveling alone, you can move stealthily at a normal pace.
        • \n
        • When you forage, you find twice as much food as you normally would.
        • \n
        • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
        • \n
        \n

        Techcasting

        \n

        Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        Tech Powers Known

        \n

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

        \n

        Tech Points

        \n

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

        \n

        Max Power Level

        \n

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

        \n

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

        \n

        Techcasting Ability

        \n

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

        \n

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

        \n

        Tech attack modifier = your proficiency bonus +your Intelligence modifier

        \n

        Techcasting Focus

        \n

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

        \n

        Fighting Style

        \n

        Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

        \n

        Scout Routine

        \n

        Beginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

        \n

        Scout Technique

        \n

        Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

        \n

        Ability Score Improvement

        \n

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        \n

        Extra Attack

        \n

        Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

        \n

        Expertise

        \n

        At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

        \n

        At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

        \n

        Commando

        \n

        Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

        \n

        When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

        \n

        If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

        \n

        Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

        \n

        Combat Tech

        \n

        At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

        \n

        Supreme Awareness

        \n

        At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

        \n

        You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

        \n

        Foe Slayer

        \n

        At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.

        \n

        Scout Routines

        \n

        The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

        \n

        At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

        \n

        Adaptability Routine

        \n

        At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        Maven’s Routine

        \n

        At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        Mesmer’s Routine

        \n

        At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        Nomad’s Routine

        \n

        At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        Responder’s Routine

        \n

        When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

        \n

        Sharpshooter’s Routine

        \n

        At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

        \n

        Strider’s Routine

        \n

        At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        Warden’s Routine

        \n

        At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        "},"className":{"value":"Scout"},"atFlavorText":{"value":"

        Scout Techniques

        \n

        Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

        \n

        @Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

        \n

        @Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

        \n

        @Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

        \n

        @Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

        \n

        @Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

        \n

        @Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

        \n

        @Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

        \n

        @Compendium[sw5e.archetypes.hg8aolPhxXmUxHFn]{Mechanist Technique}

        \n

        @Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

        \n

        @Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

        \n

        @Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

        \n

        @Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

        "}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scout.webp","effects":[]} +{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

        \n

        Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

        \n

        After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

        \n

        Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

        \n

        Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

        \n

        Deadly Hunters

        \n

        Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

        \n

        Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

        \n

        Independent Adventurers

        \n

        Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

        \n

        As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

        \n

        Quick Build

        \n

        You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the @Compendium[sw5e.backgrounds.wjFDb34eLfyjff1k]{Bounty Hunter} background.

        ","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"scout","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

        Test

        "},"classFeatures":{"value":"
        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        The Scout
        LevelProficiency BonusFeaturesRanger's QuarryTech Powers KnownTech PointsMax Power Level
        1st+2Ranger's Quarry, Pathfinderd4---
        2nd+2Techcasting, Fighting Styled4421st
        3rd+2Scout Routine, Scout Techniqued4531st
        4th+2Ability Score Improvementd4641st
        5th+3Extra Attackd6752nd
        6th+3Expertised6862nd
        7th+3Technique feature, Scout Routine (two routines)d6972nd
        8th+3Ability Score Improvementd61082nd
        9th+4Scout Routine (15-foot radius)d81293rd
        10th+4Commandod813103rd
        11th+4Technique featured814113rd
        12th+4Ability Score Improvementd815123rd
        13th+5-d1016134th
        14th+5Expertise, Combat Techd1017144th
        15th+5Technique feature, Scout Routine (three routines)d1018154th
        16th+5Ability Score Improvementd1019164th
        17th+6Scout Routine (30-foot radius)d1220175th
        18th+6Supreme Awarenessd1221185th
        19th+6Ability Score Improvementd1222195th
        20th+6Foe Slayerd1223205th
        \n
        \n
        \n

        Class Features

        \n

        As a Scout, you gain the following class features.

        \n

        Hit Points

        \n

        Hit Dice: 1d10 per Scout level

        \n

        Hit Points at 1st Level: 10 + your Constitution modifier

        \n

        Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

        \n

        Proficiencies

        \n

        Armor: Light armor, medium armor

        \n

        Weapons: All blasters, all vibroweapons

        \n

        Tools: None

        \n

        Saving Throws: Strength, Dexterity

        \n

        Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

        \n

        Equipment

        \n

        You start with the following equipment, in addition to the equipment granted by your background

        \n
          \n
        • (a) mesh armor or (b) combat suit, blaster carbine, and two power cells
        • \n
        • (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons
        • \n
        • (a) a hold-out and a power cell or (b) two vibrodaggers
        • \n
        • (a) a dungeoneer’s pack or (b) an explorer’s pack
        • \n
        • A wristpad
        • \n
        \n

        Variant: Starting Wealth

        \n

        In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

        \n\n\n\n\n\n\n\n\n\n\n\n
        ClassFunds
        Scout8d4 x 100 cr
        \n

        Ranger's Quarry

        \n

        Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

        \n
          \n
        • Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon's damage. This die changes as you gain scout levels, as shown in the Ranger's Quarry Damage Die column of the scout class table.
        • \n
        • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it's on the same planet as you.
        • \n
        \n

        You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

        \n

        The duration increases to 8 hours at 9th level and 24 hours at 17th level.

        \n

        Pathfinder

        \n

        Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

        \n
          \n
        • Difficult terrain doesn't slow your group's travel.
        • \n
        • You can't become lost by unenhanced means.
        • \n
        • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
        • \n
        • If you are traveling alone, you can move stealthily at a normal pace.
        • \n
        • When you forage, you find twice as much food as you normally would.
        • \n
        • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
        • \n
        \n

        Techcasting

        \n

        Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        Tech Powers Known

        \n

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

        \n

        Tech Points

        \n

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

        \n

        Max Power Level

        \n

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

        \n

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

        \n

        Techcasting Ability

        \n

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

        \n

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

        \n

        Tech attack modifier = your proficiency bonus +your Intelligence modifier

        \n

        Techcasting Focus

        \n

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

        \n

        Fighting Style

        \n

        Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

        \n

        Scout Routine

        \n

        Beginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

        \n

        Scout Technique

        \n

        Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

        \n

        Ability Score Improvement

        \n

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        \n

        Extra Attack

        \n

        Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

        \n

        Expertise

        \n

        At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

        \n

        At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

        \n

        Commando

        \n

        Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

        \n

        When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

        \n

        If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

        \n

        Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

        \n

        Combat Tech

        \n

        At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

        \n

        Supreme Awareness

        \n

        At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

        \n

        You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

        \n

        Foe Slayer

        \n

        At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.

        \n

        Scout Routines

        \n

        The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

        \n

        At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

        \n

        Adaptability Routine

        \n

        At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        Maven’s Routine

        \n

        At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        Mesmer’s Routine

        \n

        At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        Nomad’s Routine

        \n

        At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        Responder’s Routine

        \n

        When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

        \n

        Sharpshooter’s Routine

        \n

        At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

        \n

        Strider’s Routine

        \n

        At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        Warden’s Routine

        \n

        At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        "},"className":{"value":"Scout"},"atFlavorText":{"value":"

        Scout Techniques

        \n

        Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

        \n

        @Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

        \n

        @Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

        \n

        @Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

        \n

        @Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

        \n

        @Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

        \n

        @Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

        \n

        @Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

        \n

        @Compendium[sw5e.archetypes.hg8aolPhxXmUxHFn]{Mechanist Technique}

        \n

        @Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

        \n

        @Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

        \n

        @Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

        \n

        @Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

        \n

        @Compendium[sw5e.archetypes.YwAHQuiEetUQgshY]{Triage Technique}

        "}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scout.webp","effects":[]} {"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

        \n

        A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

        \n

        Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

        \n

        A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

        \n

        Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

        \n

        Strong with the Force

        \n

        Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

        \n

        Sage or Sorcerer

        \n

        Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

        \n

        While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

        \n

        Quick Build

        \n

        You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

        ","chat":"","unidentified":""},"levelsTable":{"value":"
        LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
        1st+2Forcecasting, Force Recovery841st
        2nd+2Force-Empowered Casting, Force Shield981st
        3rd+2Consular Tradition, Hidden Force11122nd
        4th+2Ability Score Improvement12162nd
        5th+3-14203rd
        6th+3Tradition feature15243rd
        7th+3-17284th
        8th+3Ability Score Improvement18324th
        9th+4-20365th
        10th+4Tradition feature21405th
        11th+4-23446th
        12th+4Ability Score Improvement24486th
        13th+5-26527th
        14th+5Tradition feature27567th
        15th+5-29608th
        16th+5Ability Score Improvement30648th
        17th+6-32689th
        18th+6Tradition feature33729th
        19th+6Ability Score Improvement34769th
        20th+6One with the Force35809th
        "},"source":"PHB","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"consular","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        The Consular
        LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
        1st+2Forcecasting, Force Recovery841st
        2nd+2Force-Empowered Casting, Force Shield981st
        3rd+2Consular Tradition, Hidden Force11122nd
        4th+2Ability Score Improvement12162nd
        5th+3-14203rd
        6th+3Tradition feature15243rd
        7th+3-17284th
        8th+3Ability Score Improvement18324th
        9th+4-20365th
        10th+4Tradition feature21405th
        11th+4-23446th
        12th+4Ability Score Improvement24486th
        13th+5-26527th
        14th+5Tradition feature27567th
        15th+5-29608th
        16th+5Ability Score Improvement30648th
        17th+6-32689th
        18th+6Tradition feature33729th
        19th+6Ability Score Improvement34769th
        20th+6One with the Force35809th
        \n
        \n
        \n

        Class Features

        \n

        As a Consular, you gain the following class features.

        \n

        Hit Points

        \n

        Hit Dice: 1d6 per Consular level

        \n

        Hit Points at 1st Level: 6 + your Constitution modifier

        \n

        Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

        \n

        Proficiencies

        \n

        Armor: None

        \n

        Weapons: Simple lightweapons, simple vibroweapons

        \n

        Tools: None

        \n

        Saving Throws: Wisdom, Charisma

        \n

        Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

        \n

        Equipment

        \n

        You start with the following equipment, in addition to the equipment granted by your background

        \n
          \n
        • (a) a simple lightweapon or (b) a simple vibroweapon
        • \n
        • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
        • \n
        \n

        Variant: Starting Wealth

        \n

        In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

        \n\n\n\n\n\n\n\n\n\n\n\n
        ClassFunds
        Consular5d4 x 100 cr
        \n

         

        \n

        Forcecasting

        \n

        In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        Force Powers Known

        \n

        You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        Force Points

        \n

        You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        Max Power Level

        \n

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

        \n

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

        \n

        Forcecasting Ability

        \n

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

        \n

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

        \n

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

        \n

        Force Recovery

        \n

        Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n

        Force-Empowered Casting

        \n

        At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

        \n

        You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

        \n

        Careful Power

        \n

        When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

        \n

        Distant Power

        \n

        When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

        \n

        Alternatively, when you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

        \n

        Extended Power

        \n

        When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

        \n

        Heightened Power

        \n

        When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

        \n

        Improved Power

        \n

        When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

        \n

        You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

        \n

        Lingering Power

        \n

        When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

        \n

        Pinpoint Power

        \n

        When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

        \n

        Quickened Power

        \n

        When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

        \n

        Refocused Power

        \n

        When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

        \n

        You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n

        Seeking Power

        \n

        If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

        \n

        You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n

        Twinned Power

        \n

        When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

        \n

        Force Shield

        \n

        Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

        \n

        You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

        \n

        Force Affinity

        \n

        When you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

        \n

        Ashla

        \n

        When you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

        \n

        Bendu

        \n

        You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

        \n

        Bogan

        \n

        When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

        \n

        Consular Tradition

        \n

        When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

        \n

        Hidden Force

        \n

        Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

        \n

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

        \n

        Ability Score Improvement

        \n

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        \n

        One with the Force

        \n

        At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

        \n

        If you want to cast it at a higher level, you must expend force points as normal.

        "},"className":{"value":"Consular"},"atFlavorText":{"value":"

        Consular Traditions

        \n

        Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

        \n

        @Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

        \n

        @Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

        \n

        @Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

        \n

        @Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

        \n

        @Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

        \n

        @Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

        \n

        @Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

        \n

        @Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

        \n

        @Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

        \n

        @Compendium[sw5e.archetypes.oYAXrbXaFVAoGDLM]{Way of Technology}

        \n

        @Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

        \n

        @Compendium[sw5e.archetypes.vlLsGoFKFHBKyVue]{Way of Tutelage}

        "}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} {"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

        \n

        A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

        \n

        A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

        \n

        Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

        \n

        These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

        \n

        Primal Instinct

        \n

        People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

        \n

        Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

        \n

        A Life of Danger

        \n

        Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

        \n

        Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

        \n

        Creating a Berzerker

        \n

        When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

        \n

        What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

        \n

        Quick Build

        \n

        You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.1auJD75qZvgEEUdq]{Mercenary} background.

        ","chat":"","unidentified":""},"levelsTable":{"value":"
        LevelProficiency BonusFeaturesRagesRage Damage
        1st+2Rage, Unarmored Defense2+2
        2nd+2Reckless Attack, Danger Sense2+2
        3rd+2Berserker Approach3+2
        4th+2Ability Score Improvement3+2
        5th+3Extra Attack, Fast Movement3+2
        6th+3Path feature4+2
        7th+3Feral Instinct4+2
        8th+3Ability Score Improvement4+2
        9th+4Brutal Critical (1 die)4+3
        10th+4Path Feature4+3
        11th+4Relentless Rage4+3
        12th+4Ability Score Improvement5+3
        13th+5Brutal Critical (2 dice)5+3
        14th+5Path Feature5+3
        15th+5Persistent Rage5+3
        16th+5Ability Score Improvement5+4
        17th+6Brutal Critical (3 dice)6+4
        18th+6Indomitable Might6+4
        19th+6Ability Score Improvement6+4
        20th+6Primal ChampionUnlimited+4
        "},"source":"PHB","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
        AUGMENTED APPROACH

        \n

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

        \n

        Basic Cybernetics

        \n

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

        \n

        Overdrive Enhancement

        \n

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

        \n

        Dermal Armor

        \n

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

        \n

        Morbid Protrusions

        \n

        While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

        "},"classFeatures":{"value":"
        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        The Berserker
        LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
        1st+2Rage, Unarmored Defense2+2
        2nd+2Reckless Attack, Berserker Instincts2+22
        3rd+2Danger Sense, Berserker Approach3+22
        4th+2Ability Score Improvement3+22
        5th+3Extra Attack, Fast Movement3+22
        6th+3Path feature4+22
        7th+3Feral Impulse4+23
        8th+3Ability Score Improvement4+23
        9th+4Brutal Critical (1 die)4+33
        10th+4Path Feature4+33
        11th+4Relentless Rage4+33
        12th+4Ability Score Improvement5+33
        13th+5Brutal Critical (2 dice)5+34
        14th+5Path Feature5+34
        15th+5Persistent Rage5+34
        16th+5Ability Score Improvement5+44
        17th+6Brutal Critical (3 dice)6+45
        18th+6Indomitable Might6+45
        19th+6Ability Score Improvement6+45
        20th+6Primal ChampionUnlimited+45
        \n
        \n
        \n

         

        \n

        Class Features

        \n

        As a Berserker, you gain the following class features.

        \n

        Hit Points

        \n

        Hit Dice: 1d12 per Berserker level

        \n

        Hit Points at 1st Level: 12 + your Constitution modifier

        \n

        Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

        \n

        Proficiencies

        \n

        Armor: Light armor, medium armor

        \n

        Weapons: All vibroweapons, simple blasters

        \n

        Tools: None

        \n

        Saving Throws: Strength, Constitution

        \n

        Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

        \n

        Equipment

        \n

        You start with the following equipment, in addition to the equipment granted by your background

        \n
          \n
        • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
        • \n
        • (a) two techaxes or (b) two vibrospears
        • \n
        • An explorer's pack
        • \n
        \n

        Variant: Starting Wealth

        \n

        In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

        \n\n\n\n\n\n\n\n\n\n\n\n
        ClassFunds
        Berserker5d4 x 100 cr
        \n


        Rage

        \n

        Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

        \n

        While raging, you gain the following benefits:

        \n
          \n
        • You have advantage on Strength checks and Strength saving throws.
        • \n
        • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
        • \n
        • You have resistance to kinetic and energy damage.
        • \n
        \n

        If you are able to cast powers, you can't cast them or concentrate on them while raging.

        \n

        Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

        \n

        You can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

        \n

        Unarmored Defense

        \n

        Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

        \n

        Reckless Attack

        \n

        Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

        \n

        Berserker Instincts

        \n

        Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

        \n

        Danger Sense

        \n

        At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

        \n

        You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

        \n

        Berserker Approach

        \n

        Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

        \n

        Ability Score Improvement

        \n

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        \n

        Extra Attack

        \n

        Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

        \n

        Feral Impulse

        \n

        By 7th level, your instincts are so honed that you have advantage on initiative rolls.

        \n

        Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

        \n

        Brutal Critical

        \n

        Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

        \n

        This increases to two additional dice at 13th level and three additional dice at 17th level.

        \n

        Relentless Rage

        \n

        Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

        \n

        Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

        \n

        Persistent Rage

        \n

        Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

        \n

        Indomitable Might

        \n

        Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

        \n

        Primal Champion

        \n

        At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

        \n

        Berserker Instincts

        \n

        The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

        \n

        Acklay’s Instinct

        \n

        While raging, you have advantage on Constitution saving throws.

        \n

        Bantha’s Instinct

        \n

        Prerequisite: 7th level
        Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

        \n

        Blurrg’s Instinct

        \n

        Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

        \n

        Boggdo’s Instinct

        \n

        Prerequisite: 13th level
        While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

        \n

        Chirodactyl’s Instinct

        \n

        Prerequisite: 7th level
        While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

        \n

        Dewback’s Instinct

        \n

        Choose three damage types. While raging, you have resistance to the chosen damage types.

        \n

        Fighter’s Instinct

        \n

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

        \n

        Fyrnock’s Instinct

        \n

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

        \n

        Hawk’s Instinct

        \n

        Prerequisite: 7th level
        You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

        \n

        Katarn’s Instinct

        \n

        You gain a climbing speed equal to your movement speed.

        \n

        Llothcat’s Instinct

        \n

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

        \n

        Predator’s Instinct

        \n

        Your speed increases by 10 feet.

        \n

        Rancor’s Instinct

        \n

        Prerequisite: 13th level
        While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

        \n

        Tactician’s Instinct

        \n

        When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

        \n

        Tracker’s Instinct

        \n

        Prerequisite: 7th level
        You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

        \n

        Terentatek’s Instinct

        \n

        Prerequisite: 13th level
        When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

        \n

        Varactyl’s Instinct

        \n

        Prerequisite: 13th level
        While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

        "},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

        Berserker Approaches

        \n

        For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.

        \n

        @Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}

        \n

        @Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}

        \n

        @Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

        \n

        @Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}

        \n

        @Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}

        \n

        @Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}

        \n

        @Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}

        \n

        @Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}

        \n

        @Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}

        \n

        @Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}

        \n

        @Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}

        "}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Berserker.webp","effects":[]} {"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

        \n

        A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

        \n

        A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

        \n

        A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

        \n

        Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

        \n

        Protector or Destroyer

        \n

        An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

        \n

        Natural Leaders

        \n

        The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

        \n

        While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

        \n

        Quick Build

        \n

        You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

        ","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"guardian","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

        Test

        "},"classFeatures":{"value":"
        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        The Guardian
        LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelFocused Strikes
        1st+2Forcecasting, Channel the Force521st-
        2nd+2Force-Empowered Strikes, Fighting Style741st2d8
        3rd+2Guardian Aura, Guardian Focus961st2d8
        4th+2Ability Score Improvement1081st2d8
        5th+3Extra Attack12102nd3d8
        6th+3Force Purity13122nd3d8
        7th+3Focus feature14142nd3d8
        8th+3Ability Score Improvement15162nd3d8
        9th+4Guardian Aura (15-foot radius)17183rd4d8
        10th+4Guardian Aura (two auras)18203rd4d8
        11th+4Improved Force-Empowered Strikes19223rd4d8
        12th+4Ability Score Improvement20243rd4d8
        13th+5-22264th5d8
        14th+5Cleansing Touch23284th5d8
        15th+5Focus feature24304th5d8
        16th+5Ability Score Improvement25324th5d8
        17th+6Guardian Aura (30-foot radius)27345th6d8
        18th+6Guardian Aura (three auras)28365th6d8
        19th+6Ability Score Improvement29385th6d8
        20th+6Focus feature30405th6d8
        \n
        \n
        \n

        Class Features

        \n

        As a Guardian, you gain the following class features.

        \n

        Hit Points

        \n

        Hit Dice: 1d10 per Guardian level

        \n

        Hit Points at 1st Level: 10 + your Constitution modifier

        \n

        Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

        \n

        Proficiencies

        \n

        Armor: Light armor, medium armor

        \n

        Weapons: All lightweapons, all vibroweapons

        \n

        Tools: None

        \n

        Saving Throws: Constitution, Charisma

        \n

        Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

        \n

        Equipment

        \n

        You start with the following equipment, in addition to the equipment granted by your background

        \n
          \n
        • (a) a lightweapon or vibroweapon and a light or medium physical shield or (b) two lightweapons or vibroweapons
        • \n
        • (a) combat suit and a light physical shield or (b) mesh armor
        • \n
        • (a) a priest’s pack or (b) an explorer’s pack
        • \n
        \n

        Variant: Starting Wealth

        \n

        In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

        \n\n\n\n\n\n\n\n\n\n\n\n
        ClassFunds
        Guardian8d4 x 100 cr
        \n

         

        \n
        \n

        Forcecasting

        \n

        Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        Force Powers Known

        \n

        You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        Force Points

        \n

        You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        Max Power Level

        \n

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

        \n

        You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

        \n

        Forcecasting Ability

        \n

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

        \n

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

        \n

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

        \n

        Channel the Force

        \n

        You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

        \n

        Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

        \n

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

        \n

        Cause Harm

        \n

        As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

        \n

        Lend Aid

        \n

        As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

        \n

        Force-Empowered Strikes

        \n

        Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        \n

        Fighting Style

        \n

        Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

        \n

        Guardian Aura

        \n

        When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.

        \n

        Guardian Focus

        \n

        Also at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

        \n

        Ability Score Improvement

        \n

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        \n

        Extra Attack

        \n

        Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

        \n

        Force Purity

        \n

        By 6th level, the Force flowing through you makes you immune to poison and disease.

        \n

        Improved Force-Empowered Strikes

        \n

        By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.

        \n

        Cleansing Touch

        \n

        Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

        \n

        Guardian Auras

        \n

        The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

        \n

        At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

        \n

        Aura of Conquest

        \n

        Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

        \n

        Aura of Conviction

        \n

        You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

        \n

        Aura of Hatred

        \n

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

        \n

        Aura of Presence

        \n

        Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

        \n

        Aura of Protection

        \n

        Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

        \n

        Aura of Vigor

        \n

        Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

        \n

        Aura of Warding

        \n

        You and friendly creatures within 5 feet of you have resistance to damage from force powers.

        \n
        "},"className":{"value":"Guardian"},"atFlavorText":{"value":"

        Guardian Foci

        \n

        Different guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.

        \n

        @Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}

        \n

        @Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}

        \n

        @Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}

        \n

        @Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}

        \n

        @Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}

        \n

        @Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}

        \n

        @Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}

        \n

        @Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}

        \n

        @Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}

        \n

        @Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}

        \n

        @Compendium[sw5e.archetypes.d8bJ4P3egKuTw5Ao]{Vonil/Ishu Form}

        \n

        @Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}

        "}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]} From 692538f0c291c487a7e6a8bafbe94f0e4483dde0 Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Thu, 29 Apr 2021 16:56:30 -0400 Subject: [PATCH 29/83] Test for the Prof Here are my changes, not sure if it will help. --- module/actor/sheets/newSheet/starship.js | 8 ++ module/config.js | 159 ++++++++++++++--------- sw5e.js | 3 +- templates/actors/newActor/starship.html | 33 ++++- 4 files changed, 140 insertions(+), 63 deletions(-) diff --git a/module/actor/sheets/newSheet/starship.js b/module/actor/sheets/newSheet/starship.js index 0385dcb5..3e08cdcf 100644 --- a/module/actor/sheets/newSheet/starship.js +++ b/module/actor/sheets/newSheet/starship.js @@ -94,6 +94,14 @@ export default class ActorSheet5eStarship extends ActorSheet5e { getData() { const data = super.getData(); + // Add Size info + data.isTiny = data.actor.data.traits.size === "tiny"; + data.isSmall = data.actor.data.traits.size === "sm"; + data.isMedium = data.actor.data.traits.size === "med"; + data.isLarge = data.actor.data.traits.size === "lg"; + data.isHuge = data.actor.data.traits.size === "huge"; + data.isGargantuan = data.actor.data.traits.size === "grg"; + // Challenge Rating const cr = parseFloat(data.data.details.cr || 0); const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; diff --git a/module/config.js b/module/config.js index 783f2ea2..a3bc8157 100644 --- a/module/config.js +++ b/module/config.js @@ -494,21 +494,109 @@ SW5E.powerDieTypes = [1, "d4", "d6", "d8", "d10", "d12"]; * @type {Array.} */ -SW5E.baseStarshipSettingsTiny = {"changes":[{"key":"data.abilities.dex.value","value":4,"mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20}, {"key":"data.abilities.con.value","value":-4,"mode":2,"priority":20}, {"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20}], "attributes":{"crewcap":null, "hd":"1d4", "hp":{"value":4, "max":4, "temp":4, "tempmax":4}, "hsm":1, "sd":"1d4", "mods":{"open":10, "max":10}, "suites":{"open":0, "max":0}, "movement":{"fly":300, "turn":300}}}; - -SW5E.baseStarshipSettingsSm = {"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":-2,"mode":2,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20}], "attributes":{"crewcap":1, "hd":"3d6", "hp":{"value":6, "max":6, "temp":6, "tempmax":6}, "hsm":2, "sd":"3d6", "mods":{"open":20, "max":20}, "suites":{"open":-1, "max":-1}, "movement":{"fly":300, "turn":250}}}; - -SW5E.baseStarshipSettingsMed = {"attributes":{"crewcap":1, "hd":"5d8", "hp":{"value":8, "max":8, "temp":8, "tempmax":8}, "hsm":3, "sd":"5d8", "mods":{"open":30, "max":30}, "suites":{"open":3, "max":3}, "movement":{"fly":300, "turn":200}}}; - -SW5E.baseStarshipSettingsLg = {"changes":[{"key":"data.abilities.dex.value","value":-2,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20}], "attributes":{"crewcap":200, "hd":"7d10", "hp":{"value":10, "max":10, "temp":10, "tempmax":10}, "hsm":4, "sd":"7d10", "mods":{"open":50, "max":50}, "suites":{"open":3, "max":3}, "movement":{"fly":300, "turn":150}}}; - -SW5E.baseStarshipSettingsHuge = {"changes":[{"key":"data.abilities.dex.value","value":-4,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":4,"mode":2,"priority":20}], "attributes":{"crewcap":4000, "hd":"9d12", "hp":{"value":12, "max":12, "temp":12, "tempmax":12}, "hsm":2, "sd":"9d12", "mods":{"open":60, "max":60}, "suites":{"open":6, "max":6}, "movement":{"fly":300, "turn":100}}}; - -SW5E.baseStarshipSettingsGrg = {"changes":[{"key":"data.abilities.dex.value","value":-6,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":6,"mode":2,"priority":20}], "attributes":{"crewcap":80000, "hd":"11d20", "hp":{"value":20, "max":20, "temp":20, "tempmax":20}, "hsm":3, "sd":"11d20", "mods":{"open":70, "max":70}, "suites":{"open":10, "max":10}, "movement":{"fly":300, "turn":50}}}; - +SW5E.baseStarshipSettings = { + "tiny": {"changes":[{"key":"data.abilities.dex.value","value":4,"mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20}, {"key":"data.abilities.con.value","value":-4,"mode":2,"priority":20}, {"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20}], "attributes":{"crewcap":null, "hd":"1d4", "hp":{"value":4, "max":4, "temp":4, "tempmax":4}, "hsm":1, "sd":"1d4", "mods":{"open":10, "max":10}, "suites":{"open":0, "max":0}, "movement":{"fly":300, "turn":300}}}, + "sm": {"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":-2,"mode":2,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20}], "attributes":{"crewcap":1, "hd":"3d6", "hp":{"value":6, "max":6, "temp":6, "tempmax":6}, "hsm":2, "sd":"3d6", "mods":{"open":20, "max":20}, "suites":{"open":-1, "max":-1}, "movement":{"fly":300, "turn":250}}}, + "med": {"attributes":{"crewcap":1, "hd":"5d8", "hp":{"value":8, "max":8, "temp":8, "tempmax":8}, "hsm":3, "sd":"5d8", "mods":{"open":30, "max":30}, "suites":{"open":3, "max":3}, "movement":{"fly":300, "turn":200}}}, + "lg": {"changes":[{"key":"data.abilities.dex.value","value":-2,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20}], "attributes":{"crewcap":200, "hd":"7d10", "hp":{"value":10, "max":10, "temp":10, "tempmax":10}, "hsm":4, "sd":"7d10", "mods":{"open":50, "max":50}, "suites":{"open":3, "max":3}, "movement":{"fly":300, "turn":150}}}, + "huge": {"changes":[{"key":"data.abilities.dex.value","value":-4,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":4,"mode":2,"priority":20}], "attributes":{"crewcap":4000, "hd":"9d12", "hp":{"value":12, "max":12, "temp":12, "tempmax":12}, "hsm":2, "sd":"9d12", "mods":{"open":60, "max":60}, "suites":{"open":6, "max":6}, "movement":{"fly":300, "turn":100}}}, + "grg": {"changes":[{"key":"data.abilities.dex.value","value":-6,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":6,"mode":2,"priority":20}], "attributes":{"crewcap":80000, "hd":"11d20", "hp":{"value":20, "max":20, "temp":20, "tempmax":20}, "hsm":3, "sd":"11d20", "mods":{"open":70, "max":70}, "suites":{"open":10, "max":10}, "movement":{"fly":300, "turn":50}}} +} /* -------------------------------------------- */ +/** + * The set of starship roles which can be selected in SW5e + * @type {Object} + */ + + SW5E.starshipRolestiny = { +}; +SW5E.starshipRolessm = { + "bmbr": "SW5E.StarshipBomber", + "intc": "SW5E.StarshipInterceptor", + "scout": "SW5E.StarshipScout", + "scrm": "SW5E.StarshipScrambler", + "shtl": "SW5E.StarshipShuttle", + "strf": "SW5E.StarshipStrikeFighter" +}; +SW5E.starshipRolesmed = { + "cour": "SW5E.StarshipCourier", + "frtr": "SW5E.StarshipFreighter", + "gnbt": "SW5E.StarshipGunboat", + "msbt": "SW5E.StarshipMissileBoat", + "nvgt": "SW5E.StarshipNavigator", + "yacht": "SW5E.StarshipYacht" +}; +SW5E.starshipRoleslg = { + "ambd": "SW5E.StarshipAmbassador", + "corv": "SW5E.StarshipCorvette", + "crui": "SW5E.StarshipCruiser", + "expl": "SW5E.StarshipExplorer", + "pics": "SW5E.StarshipPicketShip", + "shtd": "SW5E.StarshipShipsTender" +}; +SW5E.starshipRoleshuge = { + "btls": "SW5E.StarshipBattleship", + "carr": "SW5E.StarshipCarrier", + "colo": "SW5E.StarshipColonizer", + "cmds": "SW5E.StarshipCommandShip", + "intd": "SW5E.StarshipInterdictor", + "jugg": "SW5E.StarshipJuggernaut" +}; +SW5E.starshipRolesgrg = { + "blks": "SW5E.StarshipBlockadeShip", + "flgs": "SW5E.StarshipFlagship", + "inct": "SW5E.StarshipIndustrialCenter", + "mbmt": "SW5E.StarshipMobileMetropolis", + "rsrc": "SW5E.StarshipResearcher", + "wars": "SW5E.StarshipWarship" +}; + +/* -------------------------------------------- */ + +/** + * The set of starship role bonuses to starships which can be selected in SW5e + * @type {Object} + */ + + SW5E.starshipRoleBonuses = { + "bmbr": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "intc": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20}]}, + "scout": {"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]}, + "scrm": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20}]}, + "shtl": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20}]}, + "strf": {"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "cour": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20}]}, + "frtr": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20}]}, + "gnbt": {"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "msbt": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "nvgt": {"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]}, + "yacht": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20}]}, + "ambd": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20}]}, + "corv": {"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20}]}, + "crui": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "expl": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]}, + "pics": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "shtd": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "btls": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "carr": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]}, + "colo": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}]}, + "cmds": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "intd": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "jugg": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "blks": {"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "flgs": {"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "inct": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]}, + "mbmt": {"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "rsrc": {"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20}]}, + "wars": {"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20}]} +}; + +/* -------------------------------------------- */ + + + /** * The set of possible sensory perception types which an Actor may have * @type {object} @@ -572,53 +660,6 @@ SW5E.starshipSkills = { /* -------------------------------------------- */ -/** - * The set of starship roles which can be selected in SW5e - * @type {Object} - */ -SW5E.starshipRolessm = { - "bmbr": "SW5E.StarshipBomber", - "intc": "SW5E.StarshipInterceptor", - "scout": "SW5E.StarshipScout", - "scrm": "SW5E.StarshipScrambler", - "shtl": "SW5E.StarshipShuttle", - "strf": "SW5E.StarshipStrikeFighter" -}; -SW5E.starshipRolesmed = { - "cour": "SW5E.StarshipCourier", - "frtr": "SW5E.StarshipFreighter", - "gnbt": "SW5E.StarshipGunboat", - "msbt": "SW5E.StarshipMissileBoat", - "nvgt": "SW5E.StarshipNavigator", - "yacht": "SW5E.StarshipYacht" -}; -SW5E.starshipRoleslg = { - "ambd": "SW5E.StarshipAmbassador", - "corv": "SW5E.StarshipCorvette", - "crui": "SW5E.StarshipCruiser", - "expl": "SW5E.StarshipExplorer", - "pics": "SW5E.StarshipPicketShip", - "shtd": "SW5E.StarshipShipsTender" -}; -SW5E.starshipRoleshuge = { - "btls": "SW5E.StarshipBattleship", - "carr": "SW5E.StarshipCarrier", - "colo": "SW5E.StarshipColonizer", - "cmds": "SW5E.StarshipCommandShip", - "intd": "SW5E.StarshipInterdictor", - "jugg": "SW5E.StarshipJuggernaut" -}; -SW5E.starshipRolesgrg = { - "blks": "SW5E.StarshipBlockadeShip", - "flgs": "SW5E.StarshipFlagship", - "inct": "SW5E.StarshipIndustrialCenter", - "mbmt": "SW5E.StarshipMobileMetropolis", - "rsrc": "SW5E.StarshipResearcher", - "wars": "SW5E.StarshipWarship" -}; - -/* -------------------------------------------- */ - SW5E.powerPreparationModes = { "prepared": "SW5E.PowerPrepPrepared", "always": "SW5E.PowerPrepAlways", diff --git a/sw5e.js b/sw5e.js index c1b15bf1..17c4e249 100644 --- a/sw5e.js +++ b/sw5e.js @@ -160,7 +160,8 @@ Hooks.once("setup", function() { "abilities", "abilityAbbreviations", "abilityActivationTypes", "abilityConsumptionTypes", "actorSizes", "alignments", "armorProficiencies", "armorPropertiesTypes", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes", "damageTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages", - "limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills", "starshipRolessm", "starshipRolesmed", "starshipRoleslg", "starshipRoleshuge", "starshipRolesgrg", "starshipSkills", + "limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills", + "starshipRolessm", "starshipRolesmed", "starshipRoleslg", "starshipRoleshuge", "starshipRolesgrg", "starshipSkills", "powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes", "timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponSizes", "weaponTypes" ]; diff --git a/templates/actors/newActor/starship.html b/templates/actors/newActor/starship.html index 08d7e275..88169e89 100644 --- a/templates/actors/newActor/starship.html +++ b/templates/actors/newActor/starship.html @@ -159,9 +159,36 @@ From ce29cf57beb15885152db7caa9ea9ab1cb1e02e2 Mon Sep 17 00:00:00 2001 From: Michael Burgess Date: Fri, 30 Apr 2021 11:39:50 -0400 Subject: [PATCH 30/83] Added archetype class features for Triage Technique and Path of Meditation --- packs/packs/classfeatures.db | 1774 +++++++++++++++++----------------- 1 file changed, 881 insertions(+), 893 deletions(-) diff --git a/packs/packs/classfeatures.db b/packs/packs/classfeatures.db index f4ca46ab..80052995 100644 --- a/packs/packs/classfeatures.db +++ b/packs/packs/classfeatures.db @@ -1,947 +1,935 @@ -{"_id":"047L6iPjOrgNEZ5L","name":"Focused Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n

        MANEUVERS

        \n

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

        \n

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

        \n

        SUPERIORITY DICE

        \n

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

        \n

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

        \n

        SAVING THROWS

        \n

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

        \n
        \n

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

        \n
        \n

        MANEUVERS

        \n

        The maneuvers are presented in alphabetical order.

        \n
        \n
        \n

        CRIPPLING SHOT

        \n

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

        \n
        \n

        DARING ESCAPE

        \n

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

        \n
        \n

        COVERING FIRE

        \n

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

        \n

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

        \n
        \n

        DISARMING SHOT

        \n

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

        \n
        \n

        DISTRACTING SHOT

        \n

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

        \n
        \n

        EXPLOIT WEAKNESS

        \n

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

        \n
        \n

        PENETRATING SHOT

        \n

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

        \n

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

        \n
        \n

        PRECISION ATTACK

        \n

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

        \n
        \n

        RETURN FIRE

        \n

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

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

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

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} -{"_id":"05NQgDNK4q9aQnTN","name":"Vow of Deflection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

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

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

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

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

        \n
          \n
        • Your damage die for your unarmed strikes and natural weapons increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
        • \n
        • You can deal Sneak Attack damage when making an unarmed strike. Additionally, you don’t need advantage on your attack roll to use your Sneak Attack if the target of your Sneak Attack is a creature grappled by you. All the other rules for the Sneak Attack class feature still apply to you.
        • \n
        • You can use the bonus action granted by your Cunning Action to make an unarmed strike against a creature you are grappling.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0HwMR1NLvJV7vuRC","name":"Techcasting Secrets (Sentinel: Synthesis)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n

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

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0L38TGkU8ViI7klt","name":"Master of Combat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 20th level
        You are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"0NxbCrcn4Ty81wWf","name":"Retaliation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0QBWeM5Z0iSgUShC","name":"Thief's Reflexes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

        \n

        Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must make a Dexterity saving throw or be knocked prone.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0S9V08vxNWCytOmw","name":"Ichor Lightning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged focus attack with a range of 30 feet. You are proficient with it, and you add your focus ability modifier to its attack and damage rolls. Its damage is necrotic, and it uses your Martial Arts die for its damage die.

        \n

        When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can replace the attack with this one.

        \n

        When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your Wisdom or Charisma modifier + your monk level (your choice, minimum of one).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0SvWfvOHIppxi5FP","name":"Kiss the Wall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0aSYHfDlpqooV0b2","name":"Force Circuitry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

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

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

        \n

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0jBmCBoW623YCBK3","name":"Unstoppable Adventurer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

        \n

        Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0jI04KjGE8eJ8NFk","name":"Forceblade Bond","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn how to bond with a light- or vibro-weapon through the Force, making it part of you.

        \n

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

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

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

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0k66wdRfVf8bxEd5","name":"Hostiles Negotiations","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0mVbi9yePHoAjUaD","name":"Force-Empowered Detonators","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n

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

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"0oPBXA3TimKUKez3","name":"The Way of the Hawk-Bat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"047L6iPjOrgNEZ5L","name":"Focused Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n

        MANEUVERS

        \n

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

        \n

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

        \n

        SUPERIORITY DICE

        \n

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

        \n

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

        \n

        SAVING THROWS

        \n

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

        \n
        \n

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

        \n
        \n

        MANEUVERS

        \n

        The maneuvers are presented in alphabetical order.

        \n
        \n
        \n

        CRIPPLING SHOT

        \n

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

        \n
        \n

        DARING ESCAPE

        \n

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

        \n
        \n

        COVERING FIRE

        \n

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

        \n

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

        \n
        \n

        DISARMING SHOT

        \n

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

        \n
        \n

        DISTRACTING SHOT

        \n

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

        \n
        \n

        EXPLOIT WEAKNESS

        \n

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

        \n
        \n

        PENETRATING SHOT

        \n

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

        \n

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

        \n
        \n

        PRECISION ATTACK

        \n

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

        \n
        \n

        RETURN FIRE

        \n

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

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

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

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} +{"_id":"05NQgDNK4q9aQnTN","name":"Vow of Deflection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

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

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

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

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

        \n
          \n
        • Your damage die for your unarmed strikes and natural weapons increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
        • \n
        • You can deal Sneak Attack damage when making an unarmed strike. Additionally, you don’t need advantage on your attack roll to use your Sneak Attack if the target of your Sneak Attack is a creature grappled by you. All the other rules for the Sneak Attack class feature still apply to you.
        • \n
        • You can use the bonus action granted by your Cunning Action to make an unarmed strike against a creature you are grappling.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0HwMR1NLvJV7vuRC","name":"Techcasting Secrets (Sentinel: Synthesis)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n

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

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Cure-All","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

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

        ","chat":"","unidentified":""},"requirements":"Triage Technique: 15","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[],"_id":"0IfYzyCr3kBPGY9f"} +{"_id":"0L38TGkU8ViI7klt","name":"Master of Combat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 20th level
        You are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"0NxbCrcn4Ty81wWf","name":"Retaliation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0QBWeM5Z0iSgUShC","name":"Thief's Reflexes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

        \n

        Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must make a Dexterity saving throw or be knocked prone.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0S9V08vxNWCytOmw","name":"Ichor Lightning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged focus attack with a range of 30 feet. You are proficient with it, and you add your focus ability modifier to its attack and damage rolls. Its damage is necrotic, and it uses your Martial Arts die for its damage die.

        \n

        When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can replace the attack with this one.

        \n

        When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your Wisdom or Charisma modifier + your monk level (your choice, minimum of one).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0SvWfvOHIppxi5FP","name":"Kiss the Wall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0aSYHfDlpqooV0b2","name":"Force Circuitry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

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

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

        \n

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0jBmCBoW623YCBK3","name":"Unstoppable Adventurer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

        \n

        Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0jI04KjGE8eJ8NFk","name":"Forceblade Bond","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn how to bond with a light- or vibro-weapon through the Force, making it part of you.

        \n

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

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

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

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0k66wdRfVf8bxEd5","name":"Hostiles Negotiations","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0mVbi9yePHoAjUaD","name":"Force-Empowered Detonators","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n

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

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0oPBXA3TimKUKez3","name":"The Way of the Hawk-Bat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"0uOEM0HhAAwu71gM","name":"Voodoo Doll","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Occultist Pursuit: 9th level

        \n

        Over the course of an hour, which can be done during a short rest, you can perform a ritual to construct an effigy of a creature. In order to do so, you must have at least heard of or seen the creature before, and the target must be in the same system as you. At the end of the hour, the creature must make a Wisdom saving throw against your maneuver save DC. This saving throw is modified by how well you know the target and the sort of physical connection you have to it, as shown in the Knowledge Save Modifier and Connection Save Modifier tables below.

        \n

        Knowledge Save Modifier

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        Secondhand (you have heard of the target)+5
        firsthand (you have met the target+0
        Familiar (you know the target well)-5
        \n

        Connection Save Modifier

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        Likeness or picture-2
        Curse of Objurgation-3
        Possession or garment-4
        Body part, lock of hair, bit of nail, or the like-10
        \n

        On a successful save, the target isn't affected, and you can't use this ritual against it again for 24 hours. On a failed save, the ritual creates a Tiny doll that is linked to the target. The doll remains linked for 24 hours, or for 10 minutes after you first use it. It disintegrates at the end of this duration. For the duration, you can see and hear the target through the doll as if you were within 5 feet of the creature.

        \n

        Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

        \n
          \n
        • Burn: The target must succeed on a Wisdom saving throw. On a failed save, the target believes it is burning. While burning in this way, the target has has disadvantage on attack rolls made with Strength or Dexterity. This effect lasts for 1 hour.
        • \n
        • Pain: The target must succeed on a Constitution saving throw or be wracked with pain for 1 hour. While in pain in this way, the target takes an additional 1d4 psychic damage whenever it takes damage.
        • \n
        • Stab: The target must succeed on a Dexterity saving throw or gain 2 slowed levels and fall prone. The slowed levels effect lasts for 1 hour.
        • \n
        \n

        The target can only be under 1 effect at a time. When you use a new effect, any existing effects end. Placing an effect on a target requires maintaining your concentration, as if concentrating on a power.

        \n

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"_id":"0vKdMFsjX0vU9vaw","name":"Stalker's Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1Bo0I3J0R9yjjQIc","name":"Additional Maneuvers (Scholar: Politician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n
        \n
        \n

        CALL TO ARMS

        \n

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

        \n
        \n

        CALL THE GUARDS

        \n

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

        \n
        \n

        CHARGE

        \n

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

        \n
        \n

        ENCOURAGING SPEECH

        \n

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

        \n
        \n

        INCITE

        \n

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

        \n
        \n

        OVERWHELMING PRESENCE

        \n

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

        \n
        \n

        SELF-PRESERVATION

        \n

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

        \n
        \n

        STEADY THE NERVES

        \n

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

        \n
        \n

        TYRANNICAL STRIKE

        \n

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

        \n

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

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1Ddq2hwpr2dTJI2C","name":"Out of Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can erase yourself from a single creature’s sight momentarily. As a bonus action, choose a creature within 60 feet of you that you are aware of. That creature must make a Wisdom saving throw against your universal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it.

        \n

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

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"cone"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1J5AObombhRl1GuB","name":"Mercurial Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1P7kIHNyx9mc8CX0","name":"Unarmored Defense (Berserker)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 1st level

        \n

        While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[{"_id":"iz7fGT7FxWBlOGvO","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":"@abilities.con.mod","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","label":"Unarmored Defense","tint":"","transfer":true}]} -{"_id":"1QqM6EmrNj4Mvcjw","name":"Master of Deception","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, your skill with a lightweapon is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

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

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • Your attack rolls can’t suffer from disadvantage.
        • \n
        • Whenever a creature misses you with a melee attack, it takes 5 energy damage.
        • \n
        • Whenever a creature hits you with a melee attack, it takes damage equal to half of the damage you take from the attack.
        • \n
        \n

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

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1R0GS5nES0BAShSX","name":"Force Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

        \n

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

        \n

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

        \n

        Once you create the barrier, you can’t create it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1TSgLZzmLQooG1nX","name":"Adaptive Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n

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

        \n
        \n
        \n

        CHANGE UP

        \n

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

        \n
        \n

        DRAW

        \n

        When you use your object interaction to draw one or more weapons, you can expend a use of your Adaptive Fighting (no action required) to increase your critical hit range by 1 with the weapon(s) until the start of your next turn.

        \n
        \n

        STOW

        \n

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

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1VKKJFetDqCF5GfT","name":"Unhindered Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1XEpeh0EPWD74pBp","name":"Discoveries (Chef)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

        \n
        \n
        \n

        ALTERNATIVE FUEL

        \n

        Any of your chef features, maneuvers, or discoveries can now affect droids and constructs.

        \n
        \n

        BANQUET

        \n

        Prerequisite: 17th level, Full Course
        Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of four).

        \n
        \n

        FILLING MEAL

        \n

        Prerequisite: 7th level
        Over the course of a long or short rest, you may utilize up to two different maneuvers from this archetype, rather than one.

        \n
        \n

        FULL COURSE

        \n

        Prerequisite: 12th level, Filling Meal
        Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of three).

        \n
        \n

        ON THE ROCKS

        \n

        Any food you prepare over a short or long rest carries with it an additional cooling effect. Creatures that consume it are considered adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide, until the end of the creature’s next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes fire damage before the end of their next short or long rest, they are considered resistant to the damage.

        \n
        \n

        SECRET INGREDIENT

        \n

        If you or any friendly creature that has consumed food made by you during their last short or long rest gains temporary hit points, the number of temporary hit points they gain increases by an amount equal to your Intelligence modifier.

        \n
        \n

        SPICE OF LIFE

        \n

        Any food you prepare over a short or long rest carries with it an additional warming effect. Creatures that consume it are considered adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide, until the end of the creature’s next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes cold damage before the end of their next short or long rest, they are considered resistant to the damage.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1a5Un991dfb6whRr","name":"Master of Moderation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, the Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

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

        \n
          \n
        • You have resistance to kinetic and energy damage from unenhanced weapons.
        • \n
        • You have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.
        • \n
        • When you use your action to cast an at-will force power that targets only one creature, you can target an additional creature within 5 feet of the original target and within the power’s range.
        • \n
        \n

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

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"1aM4u82TO5GRRKhl","name":"Potent Programming","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

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

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

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

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

        \n

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

        \n

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

        \n

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

        \n

        ARTIFICER MODIFICATIONS

        \n

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

        \n
        \n
        \n

        ADDITONAL BEAM PORT

        \n

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

        \n
        \n

        ADEGAN CRYSTAL

        \n

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

        \n
        \n

        ADVANCED BLASTSABER

        \n

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

        \n

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

        \n
        \n

        ADVANCED BRIGHTSABER

        \n

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

        \n

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

        \n
        \n

        ADVANCED DISRUPTORSABER

        \n

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

        \n

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

        \n
        \n

        BARRIER

        \n

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

        \n
        \n

        BEAM GEM LENS

        \n

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

        \n
        \n

        BIOMETRIC SAFETY MEASURES

        \n

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

        \n
        \n

        BLASTSABER CONVERSION

        \n

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

        \n

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

        \n

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

        \n
        \n

        BRIGHTSABER CONVERSION

        \n

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

        \n

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

        \n

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

        \n
        \n

        BURN THROUGH

        \n

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

        \n
        \n

        COMFORTABLE HANDLE

        \n

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

        \n
        \n

        CROSSGUARD

        \n

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

        \n
        \n

        DISRUPTORSABER CONVERSION

        \n

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

        \n

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

        \n

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

        \n
        \n

        EXTENDED BEAM

        \n

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

        \n
        \n

        GREATSABER ARRAY

        \n

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

        \n
        \n

        INTENSE BEAM

        \n

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

        \n
        \n

        MAGNETIC-LOCK GRIP

        \n

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

        \n
        \n

        PROTOTYPE BLASTSABER

        \n

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

        \n
        \n

        PROTOTYPE BRIGHTSABER

        \n

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

        \n
        \n

        PROTOTYPE DISRUPTORSABER

        \n

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

        \n
        \n

        RETURNING WEAPON

        \n

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

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

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

        \n

         

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

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

        \n

         

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

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

        \n
          \n
        • Your spirit is always audible and visible to you. Your spirit can choose to make itself audible and visible or inaudible and invisible to other creatures (no action required), but it is always visible to beings with truesight.
        • \n
        • Your spirit can not interact with the corporeal world, but it is also not impeded by unenhanced walls or barriers.
        • \n
        • Your spirit acts independently of you, and it only obeys your commands if it chooses to. In combat, it rolls its own initiative and acts on its own turn. Your spirit can’t attack, but it can take other actions as normal.
        • \n
        • While your spirit is within 100 feet of you, you can telepathically communicate with it. Additionally, as an action, you can see through your spirit’s vision and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
        • \n
        • When you cast a force power with a range of touch, your spirit can deliver the power as if it had cast it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
        • \n
        \n

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

        \n
        \n

        GENERATING YOUR SPIRIT

        \n

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

        \n
        \n

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

        \n

         

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

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

        \n

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

        \n

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

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

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

        \n

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

        \n

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

        \n
          \n
        • You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn’t already include that modifier.
        • \n
        • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a power. The bonus equals your Wisdom or Charisma modifier (your choice, minimum of +1).
        • \n
        \n

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

        \n

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

        \n

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

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

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

        \n
        \n

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

        \n
          \n
        • You have resistance to all damage.
        • \n
        • When you take the Attack action on your turn, you can make one additional attack as part of that action.
        • \n
        • Your critical hit range with weapons increases by 1.
        • \n
        \n

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

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

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

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

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

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

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

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

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

        \n
        \n
        \n

        ACE UP YOUR SLEEVE

        \n

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

        \n
        \n

        AGAINST THE HOUSE

        \n

        Whenever you would make a Charisma (Persuasion) check involving haggling, you can instead challenge the target to a game of chance. If they accept your offer, you can make an ability check with an available gaming set. If you win the challenge, you automatically succeed on the Charisma (Persuasion) check.

        \n
        \n

        ANTE UP

        \n

        When you roll initiative, are not surprised, and end up first in the initiative order, you can take one additional action on top of your regular action and a possible bonus action during your first turn in combat.

        \n
        \n

        CALCULATED BLUFF

        \n

        When you make an ability check using your Charisma, you can choose to instead make the check using your Intelligence.

        \n
        \n

        COLD READ

        \n

        Prerequisite: 5th level
        As an action, you may make a Wisdom (Insight) check contested by a target’s Charisma (Deception) check. On a success, you know the next action the target intends to take, so long as the situation does not change dramatically.

        \n
        \n

        FEELING THE PRESSURE

        \n

        Prerequisite: 13th level
        Whenever you roll a 4 or higher on your Risk Versus Reward feature, the target of your Critical Analysis feature also has disadvantage on attack rolls made against you until the start of your next turn.

        \n
        \n

        THE MAGIC NUMBER

        \n

        Prerequisite: 7th level
        Whenever you roll a 7 on an ability check or saving throw, you can reroll the ability check or saving throw with advantage.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2HMgRTnCktSPFpgt","name":"Channel the Force (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        MAKASHI RIPOSTE

        \n

        When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

        \n

        If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"One Step Ahead (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you roll initiative and you are not surprised"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"2IauKi1luOxFtg2U"} -{"_id":"2MW5NKHVg2sLjPne","name":"Rakish Audacity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.

        \n

        Additionally, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

        \n

        Finally, during your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2N5w1alVvT1VcSau","name":"Potent Integration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Survival Expert (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

        \n

        Additionally, you have advantage on saving throws against poison.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"2OBhiMYZBtrqUAwY"} -{"_id":"2cPRZiAJPegsDJEt","name":"Techcasting (Engineer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Engineer: 1st level

        \n

        During your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer table.

        \n

        You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} -{"_id":"2dNKCtW7jCM0xNgT","name":"Rallying Cry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2gNENhRMngBSCGae","name":"Master Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2jowNrxwqUrXnIlu","name":"Force-Empowered Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

        \n
        \n
        \n

        DEFLECTION

        \n

        You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

        \n
        \n

        DOUBLE STRIKE

        \n

        You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

        \n
        \n

        SLOW TIME

        \n

        You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2k46BLW2l1Nz3npL","name":"Pinpoint Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"2nd8f6jyBtaKRMJq","name":"The Way of the Varactyl","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove, trip, and avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2orm91vcgAPZOZHE","name":"Additional Maneuvers (Scholar: Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        AUTOMATIC STARTUP SEQUENCE

        \n

        When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

        \n
        \n

        FAST ACCESS PROGRAMS

        \n

        When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

        \n
        \n

        FIREWALL

        \n

        When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

        \n
        \n

        HACKED COMMUNICATIONS

        \n

        As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

        \n
        \n

        OVERCAPACITY POWERS

        \n

        When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

        \n
        \n

        RUNTIME EXTENSION

        \n

        When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

        \n
        \n

        SUBTLE EXECUTION

        \n

        When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"2r0D2PHtMsms77Mk","name":"Swift Surgery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, you know how to quickly patch up wounds, given the right tools. You are able to use a medkit or administer a medpac as a bonus action, and when you use a medkit to stabilize a dying creature, that creature also regains a number of hitpoints equal to your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Master's Advice (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"2vIJJJC7LEPncfoX"} -{"_id":"33W0D0BvrvQpk5kw","name":"Bonus Proficiencies (Scout: Artillerist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in artillerist’s kits.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3AZcaWJypiKyjbDo","name":"Resilient Retainer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

        \n

        Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3NOg28znKOJczSZi","name":"Discoveries (Geneticist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ADAPTED HIDE

        \n

        When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master’s Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.

        \n
        \n

        ATMOSPHERIC ADAPTATION

        \n

        You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.

        \n
        \n

        ENHANCED MUSCULATURE

        \n

        Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.

        \n
        \n

        ICARIAN MUTATION

        \n

        You sprout a pair of winged arms. You gain a flying speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.

        \n
        \n

        MUTAGENIC HARDINESS

        \n

        Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.

        \n
        \n

        PREDATORY SENSES

        \n

        You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.

        \n
        \n

        UNDERGROUND ADAPTATION

        \n

        You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

        \n
        \n

        UNNATURAL WEAPONRY

        \n

        You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3OqwFmlRSb2bklnK","name":"Bumbling Technique","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this order at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you make a Charisma (Performance) check, you gain a bonus to the check equal to half your Wisdom modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.

        \n
        \n

        Additionally, you learn how to twist and turn quickly. Whenever you use your bonus action to make an unarmed strike, creatures you hit can’t make opportunity attacks against you, and your speed increases by 10 feet until the end of your turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3QWti3hBCcOHMenb","name":"Additional Maneuvers (Scholar: Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        ADRENALINE HIT

        \n

        You can use an action and expend one superiority die to inject a creature with regenerative medication that temporarily enhances their agility. When you do so, a creature you can touch regains hit points equal to the superiority die roll. Additionally, until the start of your next turn, when that creature would take damage, the amount is reduced by an amount equal to your Intelligence modifier.

        \n
        \n

        EMERGENCY PRESCRIPTION

        \n

        As an action, you can expend one superiority die and touch a creature. That creature regains hit points equal to result of the die + your Intelligence modifier, and when that creature makes their first ability check, attack roll, or saving throw before the start of your next turn they roll the superiority die and add it to the roll.

        \n
        \n

        ENHANCEMENT INJECTION

        \n

        As an action, you can expend one superiority die to inject a creature you can touch with enhancements, granting them temporary hit points equal to the superiority die roll + your Intelligence modifier, which last for 1 minute. Additionally, when the target makes a Strength or Constitution check or saving throw while it has these temporary hit points, it gains a bonus equal to your Intelligence modifier.

        \n
        \n

        NEUROBLOCK

        \n

        When you make an attack roll, you can expend a superiority die and add it to the attack roll. On a hit, the creature’s next attack has disadvantage and it cannot regain hit points until the start of your next turn.

        \n
        \n

        REASSURE

        \n

        As an action, you can expend a superiority die and call out to a creature within 60 feet that can see or hear you that is charmed, frightened, or stunned. When you do so, that creature immediately makes another saving throw, adding the amount rolled to the save.

        \n
        \n

        REMOVE TOXINS

        \n

        As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and, if it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

        \n
        \n

        SMELLING SALTS

        \n

        As a bonus action, you can expend a superiority die to heal a creature you can touch by a number of hit points equal to the number rolled.

        \n
        \n

        TRANSFUSION

        \n

        Once per turn when you hit a creature with a finesse melee weapon, you can expend a superiority to give you or an ally that is within 5 feet of the creature a transfusion. Add the superiority dice to the damage you deal. You or your ally gain hit points equivalent to the damage you deal to the creature.

        \n

        You can be the creature hit with the attack as long as there is an ally with 5 feet of you, in which you can let it hit without rolling an attack and must choose an ally to heal with the transfusion.

        \n
        \n

        WEAK POINT STRIKE

        \n

        When you hit a creature with a weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3XOFj2JKV4qgpM0e","name":"Weaponmaster's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

        \n

        You can select this exploit multiple times. Each time you do so, you must choose different weapons.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"3YCcAbIVrG0op5oH","name":"Elemental Adept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: Kro Var Order: 6th, 11th, and 17th level

        \n

        You gain two of the following features. You gain an additional option at 11th and 17th level.

        \n

        You can use these features a combined number of times equal to your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.

        \n

        While you have no remaining uses of this feature, you can instead expend 2 focus points to use it. When you do so, your maximum focus points are reduced by 2 until you complete a long rest.

        \n
        \n
        \n

        Burning Ember Flourish

        \n

        You can use your action to choose an area of flame that you can see and that fits within a 5-foot cube within 60 feet. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

        \n

          Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

        \n

          Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

        \n
        \n

        Curtain of Unyielding Wind

        \n

        As an action, you can spend 2 focus points to call up a mighty gale, which swirls around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for 10 minutes. The wind deafens both you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller and hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you, and the attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

        \n
        \n

        Crushing Hand of the Mountain

        \n

        As an action, you can choose a 5-foot-square unoccupied space on the ground that you can see within 30 feet. A Medium hand made from soil and stone, which lasts for 1 minute, rises in that space and reaches for one Large or smaller creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 kinetic damage and is restrained for the duration. As a bonus action on each of your turns, you can cause the hand to crush the restrained target, which must make a Strength saving throw. It takes 2d6 kinetic damage on a failed save or half as much damage on a successful one. To break out, the restrained creature can use its action to make a Strength check against your focus save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

        \n
        \n

        Hatchling's Flame

        \n

        As an action, you focus your energy into a torrent of fire that streaks away from you. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

        \n
        \n

        Patient Bantha Listens

        \n

        You reach out to the ground beneath you. You can use your bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, after which it collapses.

        \n
        \n

        Rush of the Shyrack

        \n

        As an action, you can spend 2 focus points to form a line of strong wind 60 feet long and 10 feet wide that blasts from you in a direction you choose for one minute or until you lose concentration or dismiss the effect (no action required). Each Large or smaller creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the effect ends, you can change the direction in which the line blasts from you.

        \n
        \n

        Shape the Raincloud

        \n

        You can use your action to pull water from air and return it to the atmosphere. In an open container, you can create up to 20 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

        \n
        \n

        Swarming Ice Rabbit

        \n

        As an action, you can cause a flurry of ice crystals to erupt from a point you can see within 90 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3g7tveozmCHAkd5R","name":"Inquisitor's Wrath","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, you can cast the force suppression and sever force force powers at 3rd level against the target of your Ranger’s Quarry without expending tech points. If they are within 30 feet of you, you have advantage on the forcecasting ability check for these powers.

        \n

        You can use this feature a number of times equal to 1 + your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Adaptive (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 15th level

        \n

        When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"3gA08Z83XSrAE9uP"} -{"_id":"3jBAw3l2ulXKcqLV","name":"Forcecasting (Operative: Beguiler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        THE BEGUILER PRACTICE

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3jqPPd5qJBBnonPw","name":"Seeing Sound","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, while you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3lqydI4v73szourv","name":"Raging Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon’s damage + your Strength modifier + your Rage Damage when it enter’s the whirlwind’s area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you as a free action or your rage ends.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3paFYzEDFl0XWuO8","name":"Duplicitous Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3qzL7p1j5m4LlIah","name":"Force Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 1st level
        You have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["floor(@classes.consular.levels/2)+max(@abilities.cha.mod,@abilities.wis.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"3wNWE9KjkFD76PuW","name":"Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized droid companion.

        \n

        Choose your droid, which is detailed at the end of this discipline. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your droid.

        \n

        If your droid is irreparably destroyed, or you want to interface with a different droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one droid companion at a time.

        \n

        Your droid gains a variety of benefits while it is interfaced with you:

        \n
          \n
        • The droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your droid acts on its own.
        • \n
        • Your droid’s level equals your engineer level, and for each engineer level you gain after 3rd, your droid companion gains an additional Hit Die and increases its hit points accordingly.
        • \n
        • Your droid has the proficiency bonus of a player character of the same level.
        • \n
        • Whenever you gain the Ability Score Improvement feature in this class, your droid’s abilities also improve. Your droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your droid can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
        • \n
        • Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to integrate it into your droid. Your droid must be proficient in armor in order to have it integrated.
        • \n
        • Your droid is a valid target of the tracker droid interface tech power.
        • \n
        \n

        Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        GENERATING YOUR DROID

        \n

        Choosing your droid companion is an integral part of being an Astrotech Engineer. The class of droid you choose determines their features. Class I through V droids are all appropriate options, with their statistics listed below.

        \n

        Once you’ve selected your type of droid class, you assign your droid’s ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

        \n
        \n

        DROID FEATURES

        \n

        All droids share the following features.

        \n
        \n
        RESISTANCES AND VULNERABILITIES
        \n

        \n
          \n
        • Droid Resistances: Your droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
        • \n
        • Droid Vulnerabilities: Your droid is vulnerable to ion damage. Additionally, your droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
        • \n
        \n
        \n
        TRAITS
        \n

        \n
          \n
        • \n
          Creature Type: Droid
          \n
        • \n
        • \n
          Armor Integration: Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech’s implements. Your droid must be proficient in armor in order to have it integrated.
          \n
        • \n
        • \n
          Droid Systems: Your droid does not need to eat or drink.
          \n
        • \n
        \n
        \n

        CLASS I DROID

        \n
        \n
        Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.
        \n
        As a class I droid, your droid companion has the following features.
        \n
        HIT POINTS
        \n

        \n
          \n
        • Hit Dice: 1d8 per class I droid level
        • \n
        • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class I droid level after 1st
        • \n
        \n
        \n
        PROFICIENCIES
        \n

        \n
          \n
        • Armor: Light armor plating
        • \n
        • Weapons: Simple blasters, simple vibroweapons
        • \n
        • Tools: None
        • \n
        \n
        \n
          \n
        • Languages: Class I droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
        • \n
        • Saving Throws: Wisdom, Intelligence
        • \n
        • Skills: Two Intelligence, Wisdom, or Charisma skills of your choice
        • \n
        \n
        \n
        FEATURES
        \n

        \n
          \n
        • \n
          Size: Medium
          \n
        • \n
        • \n
          Speed: 25 ft.
          \n
        • \n
        \n
        \n

        CLASS II DROID

        \n
        \n
        Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II
        droids.
        \n
        As a class II droid, your droid companion has the following features.
        \n
        HIT POINTS
        \n

        \n
          \n
        • Hit Dice: 1d6 per class II droid level
        • \n
        • Hit Points at 1st Level: 6 + your droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d6 (or 4) + your droid’s Constitution modifier per class II droid level after 1st
        • \n
        \n
        \n
        PROFICIENCIES
        \n

        \n
          \n
        • Armor: Light armor, medium armor
        • \n
        • Weapons: Simple blasters and simple vibroweapons with the light property
        • \n
        • Tools: Your choice of demolition’s kit, security kit, or slicer’s kit
        • \n
        \n
        \n
          \n
        • Languages: Class II droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
        • \n
        • Saving Throws: Dexterity, Intelligence
        • \n
        • Skills: Two of your choice
        • \n
        \n
        \n
        FEATURES
        \n

        \n
          \n
        • \n
          Size: Small
          \n
        • \n
        • \n
          Speed: 25 ft.
          \n
        • \n
        \n
        \n

        CLASS III DROID

        \n
        \n
        Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.
        \n
        As a class III droid, your droid companion has the following features.
        \n
        HIT POINTS
        \n

        \n
          \n
        • Hit Dice: 1d8 per class III droid level
        • \n
        • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class III droid level after 1st
        • \n
        \n
        \n
        PROFICIENCIES
        \n

        \n
          \n
        • Armor: Light armor
        • \n
        • Weapons: Simple blasters, simple vibroweapons
        • \n
        • Tools: None
        • \n
        \n
        \n
          \n
        • Languages: Class III droids can speak and understand all registered languages
        • \n
        • Saving Throws: Wisdom, Charisma
        • \n
        • Skills: None
        • \n
        \n
        \n
        FEATURES
        \n

        \n
          \n
        • \n
          Size: Medium
          \n
        • \n
        • \n
          Speed: 25 ft.
          \n
        • \n
        \n
        \n

        CLASS IV DROID

        \n
        \n
        Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.
        \n
        As a class IV droid, your droid companion has the following features.
        \n
        HIT POINTS
        \n

        \n
          \n
        • Hit Dice: 1d8 per class IV droid level
        • \n
        • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class IV droid level after 1st
        • \n
        \n
        \n
        PROFICIENCIES
        \n

        \n
          \n
        • Armor: All armor
        • \n
        • Weapons: All blasters, All vibroweapons
        • \n
        • Tools: None
        • \n
        \n
        \n
          \n
        • Languages: Class IV droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
        • \n
        • Saving Throws: Strength, Dexterity
        • \n
        • Skills: None
        • \n
        \n
        \n
        FEATURES
        \n

        \n
          \n
        • \n
          Size: Medium
          \n
        • \n
        • \n
          Speed: 30 ft.
          \n
        • \n
        \n
        \n

        CLASS V DROID

        \n
        \n
        Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.
        \n
        As a class V droid, your droid companion has the following features.
        \n
        HIT POINTS
        \n

        \n
          \n
        • Hit Dice: 1d8 per class V droid level
        • \n
        • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class V droid level after 1st
        • \n
        \n
        \n
        PROFICIENCIES
        \n

        \n
          \n
        • Armor: Light armor, medium armor
        • \n
        • Weapons: All vibroweapons, simple blasters
        • \n
        • Tools: One set of artisan’s implements
        • \n
        \n
        \n
          \n
        • Languages: Class V droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
        • \n
        • Saving Throws: Strength, Constitution
        • \n
        • Skills: Athletics
        • \n
        \n
        \n
        FEATURES
        \n

        \n
          \n
        • \n
          Size: Medium
          \n
        • \n
        • \n
          Speed: 30 ft.
          \n
        • \n
        \n
        \n

        ASTROTECH MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ADVANCED POWER CORE

        \n

        Prerequisite: 7th level, d10 Hit Die
        Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d12.

        \n
        \n

        ALARM PROTOCOL

        \n

        You install an alarm module in your droid, granting the following benefits:

        \n
          \n
        • Your droid grants a +5 bonus to initiative to creatures within 5 feet of it.
        • \n
        • You and your droid can’t be surprised while your droid is conscious.
        • \n
        \n
        \n

        ANALYSIS PROTOCOL

        \n

        Prerequisite: 7th level, Class I Droid
        Your droid can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your droid’s turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:

        \n
          \n
        • When it analyzes a hostile creature, its attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use its Intelligence modifier instead of Strength or Dexterity.
        • \n
        • When it analyzes a friendly creature, the target can end your droid’s Analysis Protocol on them (no action required) to add half your droid’s Intelligence modifier (rounded down, minimum of +1) to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
        • \n
        \n
        \n

        ARM CANNONS

        \n

        You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

        \n

        You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.

        \n
        \n

        BACK-UP PROTOCOL

        \n

        Prerequisite: 7th level
        You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.

        \n

        Once your droid uses this feature, it must finish a short or long rest before it can use it again.

        \n
        \n

        CELERITY AUGMENT

        \n

        You augment your droid to move a little faster. Your droid’s speed increases by 5 feet.

        \n

        You can choose this modification twice.

        \n
        \n

        CHARISMA CHIP

        \n

        Prerequisite: Class III Droid
        You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can’t use it again until it finishes a short or long rest.

        \n
        \n

        DARKVISION OPTICS

        \n

        Your droid has darkvision to a range of 60 feet. If your droid already has darkvision, this modification increases its range by 30 feet.

        \n
        \n

        DURABILITY MODULE

        \n

        You enhance your droid’s durability, granting the following benefits:

        \n
          \n
        • When your droid rolls a Hit Die to regain hit points, the minimum number of hit points your droid can regain from the roll equals twice your droid’s Constitution modifier (minimum of 2).
        • \n
        • Your droid’s hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your droid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
        • \n
        \n
        \n

        EMERGENCY MODE

        \n

        Prerequisite: 15th level
        Prerequisite: Back-Up Protocol
        You modify your droid’s back-up protocol. When your droid’s back-up protocol is initiated, it can use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your droid to 0, the attack roll has advantage.

        \n
        \n

        ENERGY SHIELD

        \n

        You install an energy shield in your droid, which has 1 charge. As an action, your droid can use 1 charge to cast the energy shield tech power.

        \n

        You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.

        \n
        \n

        EXPERTISE PROTOCOL

        \n

        Prerequisite: 5th level
        You install a protocol in your droid that grants it expertise in a tool or skill in which it is proficient.

        \n
        \n

        FALSE COMBUSTION

        \n

        Prerequisite: Class II Droid
        As a reaction in response to taking damage, your droid can feign an explosion. For 1 minute, it appears to be destroyed to all outward inspection. A creature can use its action to inspect your droid and make an Intelligence (Investigation) check (DC = 8 + your droid’s proficiency bonus + your droid’s Intelligence modifier). If it succeeds, it becomes aware that your droid still functions.

        \n
        \n

        FIGHTING STYLE PROTOCOL

        \n

        Your droid adopts a particular style of fighting as its specialty. Choose one of the fighting style options, detailed in chapter 6. Your droid can’t take a Fighting Style option more than once, even if it later gets to choose again.

        \n
        \n

        FLAMETHROWER

        \n

        You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the jet of flame tech power, though it does not scale with higher levels, or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

        \n

        You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast flame sweep at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

        \n
        \n

        FOUR-ARMED COMBATANT

        \n

        Prerequisite: Class IV Droid
        You install two additional arms to improve your droid’s combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).

        \n

        While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.

        \n
        \n

        HEAVY PLATING

        \n

        Prerequisite: Medium Armor proficiency
        Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

        \n
        \n

        LIGHT PLATING

        \n

        Your droid gains proficiency in light armor. If your droid is already proficient in light armor, instead your droid’s speed increases by 5 feet while light armor is integrated.

        \n
        \n

        MARTIAL PROTOCOL

        \n

        Prerequisite: 7th level, Class IV Droid
        Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:

        \n
          \n
        • It learns two maneuvers of your choice from among those available to the fighter class. If a maneuver it uses requires its target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your droid’s proficiency bonus + your droid’s Strength or Dexterity modifier (your choice).
        • \n
        • Your droid has two superiority dice, which are d4s. These dice are used to fuel its maneuvers. A superiority die is expended when your droid uses it. It regain all of its expended superiority dice when you finish a short or long rest.
        • \n
        \n
        \n

        MEDIUM PLATING

        \n

        Prerequisite: Light Armor proficiency
        Your droid gains proficiency in medium armor. If your droid is already proficient in medium armor, the maximum Dexterity bonus your droid can add to AC increases to 3 from 2 while medium armor is integrated.

        \n
        \n

        MEMORY PROTOCOL

        \n

        Prerequisite: Class I Droid
        Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.

        \n
        \n

        OBSERVANT PROTOCOL

        \n

        Prerequisite: 7th level
        Prerequisite: Alarm Protocol
        You modify the alarm module in your droid, granting the following benefits:

        \n
          \n
        • If your droid can see a creature’s mouth while it is speaking a language it understands, your droid can interpret what it’s saying by reading its lips.
        • \n
        • Your droid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
        • \n
        \n
        \n

        PERFORMANCE PROTOCOL

        \n

        Prerequisite: 7th level, Class III Droid
        You modify your droid’s charisma chip, granting the following benefits:

        \n
          \n
        • Your droid has advantage on Charisma (Performance) checks.
        • \n
        • Your droid can also use its bonus action to motivate an ally within 30 feet of it. Until the start of your droid’s next turn, the ally can add the droid’s Charisma modifier (minimum of +1) to the first attack roll, ability check, or saving throw they make. Your droid can use this feature a number of time equal to its Charisma modifier, and it regains all expended uses after it completes a long rest.
        • \n
        \n
        \n

        POWERFUL DROID

        \n

        Prerequisite: Class V Droid
        Your droid’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n

        POWERFUL GRIP

        \n

        Prerequisite: 7th level, Class V Droid
        When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).

        \n
        \n

        PREMIUM POWER CORE

        \n

        Prerequisite: d6 Hit Die
        Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d8.

        \n
        \n

        PROFICIENCY PROTOCOL

        \n

        You install a protocol in your droid that grants it proficiency in a tool or skill. Your droid gains proficiency in a tool or skill of your choice.

        \n

        You can choose this modification multiple times.

        \n
        \n

        PROTOTYPE POWER CORE

        \n

        Prerequisite: d8 Hit Die
        Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d10.

        \n
        \n

        REPULSOR COIL

        \n

        Prerequisite: 7th level, Class II Droid
        You install repulsor coils in your droid’s legs. Your droid gains a flying speed equal to its walking speed.

        \n
        \n

        SENSOR AUGMENTATION

        \n

        You augment your droid with an advanced sensor, granting the following benefits:

        \n
          \n
        • Your droid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
        • \n
        • Your droid has advantage on saving throws made to avoid or resist traps.
        • \n
        • Your droid has resistance to the damage dealt by traps.
        • \n
        • Your droid can search for traps while traveling at a normal pace, instead of only at a slow pace.
        • \n
        \n
        \n

        STUN RAY

        \n

        You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the hold droid or paralyze humanoid tech power. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

        \n

        You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.

        \n
        \n

        TECHCASTING PROTOCOL

        \n

        Your droid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your droid’s techcasting ability is Intelligence. It does not require use of a wristpad for these powers. At-will powers chosen in this way do not scale with higher levels.

        \n
        \n

        TOUGHNESS MODULE

        \n

        Prerequisite: 11th level
        Prerequisite: Durability Module
        You modify the durability module in your droid, granting the following benefit:

        \n
          \n
        • Your droid becomes proficient in Constitution saving throws. If it is already proficient, it becomes proficient in another saving throw of your choice.
        • \n
        • Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
        • \n
        \n
        \n

        TRUESIGHT OPTICS

        \n

        Prerequisite: 11th level
        Prerequisite: Darkvision Optics
        Your droid can see through illusions and detect invisibility within 30 feet, as with truesight.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"3wmpa2PloRYvU2na","name":"Out of Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, as an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"41pjk6FyBk1MYXMy","name":"Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: Kro Var Order: 17th level

        \n

        As an ultimate display of your mastery of the elements, you can spend 5 focus points as an action to have the elements of water, earth, fire, and air form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to cold, energy, fire, kinetic, lightning, and sonic damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:

        \n
          \n
        • You create a small earthquake on the ground in a 15 foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1 d6 kinetic damage and is knocked prone.
        • \n
        • You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
        • \n
        • You create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1 d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
        • \n
        • You create a 15 foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"0vKdMFsjX0vU9vaw","name":"Stalker's Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, if you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"10x48RWCWobSNXkh","name":"Ideal of the Hunter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"bf00ymcpwtJ3ZAn8","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.darkvision","value":"(@attributes.senses.darkvision === 0 ? 60 : 30)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter","tint":"","transfer":true},{"_id":"jr1d82Aoyr2xkFqW","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter Manifestation","tint":"","transfer":false}]} +{"_id":"1Bo0I3J0R9yjjQIc","name":"Additional Maneuvers (Scholar: Politician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        CALL TO ARMS

        \n

        If you are surprised at the start of combat and aren’t incapacitated, you can expend one superiority die to act normally. Additionally, on your first turn in combat, as a bonus action you can make a call to arms. When you do so, a number of creatures equal to the amount rolled on the superiority die that you choose within 30 feet who can see or hear you may act normally on their first turn.

        \n
        \n

        CALL THE GUARDS

        \n

        When a creature makes an attack roll against you, you can use your reaction and expend a superiority die and command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll the superiority die, and add the result to the ally’s attack roll.

        \n
        \n

        CHARGE

        \n

        As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 10 feet of you who can see or hear you can move an additional distance equal to 5 times the superiority die rolled on their turn and ignore unenhanced difficult terrain.

        \n
        \n

        ENCOURAGING SPEECH

        \n

        You can expend a superiority die to give an encouraging speech, spending the next minute rallying your allies. You grant a number of creature up to your Intelligence modifier temporary hit points equal to the amount rolled on the superiority die + your Intelligence modifier.

        \n
        \n

        INCITE

        \n

        On your turn, you can use an action and expend one superiority die to bolster the resolve of one of an ally. When you do so, choose an ally who can see or hear you within 30 feet of you. The ally can add your Intelligence modifier to every damage roll they make until the start of your next turn.

        \n
        \n

        OVERWHELMING PRESENCE

        \n

        As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frighten a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.

        \n
        \n

        SELF-PRESERVATION

        \n

        As a reaction when you make a saving throw against an effect you can see, you can expend a superiority die and add the result. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are det-ermined.

        \n
        \n

        STEADY THE NERVES

        \n

        As an action, you can expend one superiority die to strengthen your allies’ defences. Roll a superiority die. Until the end of your next turn, you and all allies within 5 feet of you when you use this action has a bonus to any saving throws they make equal to amount rolled.

        \n
        \n

        TYRANNICAL STRIKE

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die and use your reaction to issue a one-word command to a creature who can see or hear you. You add the superiority die to the attack’s damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

        \n

        The target automatically succeeds if it is immune to charm, it doesn’t understand your language, or if your command is directly harmful to it.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1Ddq2hwpr2dTJI2C","name":"Out of Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can erase yourself from a single creature’s sight momentarily. As a bonus action, choose a creature within 60 feet of you that you are aware of. That creature must make a Wisdom saving throw against your universal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"cone"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1J5AObombhRl1GuB","name":"Mercurial Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already used your reaction, you can spend 1 focus point to take an additional reaction. You can only take one reaction per turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1P7kIHNyx9mc8CX0","name":"Unarmored Defense (Berserker)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 1st level

        \n

        While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[{"_id":"iz7fGT7FxWBlOGvO","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":"@abilities.con.mod","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","label":"Unarmored Defense","tint":"","transfer":true}]} +{"_id":"1QqM6EmrNj4Mvcjw","name":"Master of Deception","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, your skill with a lightweapon is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • Your attack rolls can’t suffer from disadvantage.
        • \n
        • Whenever a creature misses you with a melee attack, it takes 5 energy damage.
        • \n
        • Whenever a creature hits you with a melee attack, it takes damage equal to half of the damage you take from the attack.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1R0GS5nES0BAShSX","name":"Force Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

        \n

        Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

        \n

        While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.

        \n

        Once you create the barrier, you can’t create it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1TSgLZzmLQooG1nX","name":"Adaptive Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you’ve learned to make adaptations to your fighting style on the fly. You have three such effects: Change Up, Draw, and Stow. When you use your Adaptive Fighting, you choose which effect to create.

        \n

        You can use this features a number of times equal to your Strength or Dexterity modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n
        \n

        CHANGE UP

        \n

        You can use your object interaction and expend a use of your Adaptive Fighting to change the Fighting Style option granted to you by your fighter class feature. You can’t take a Fighting Style option more than once.

        \n
        \n

        DRAW

        \n

        When you use your object interaction to draw one or more weapons, you can expend a use of your Adaptive Fighting (no action required) to increase your critical hit range by 1 with the weapon(s) until the start of your next turn.

        \n
        \n

        STOW

        \n

        When you use your object interaction to stow a weapon, you can expend a use of your Adaptive Fighting (no action required) to take the Disengage action.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1VKKJFetDqCF5GfT","name":"Unhindered Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1XEpeh0EPWD74pBp","name":"Discoveries (Chef)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the culinary arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ALTERNATIVE FUEL

        \n

        Any of your chef features, maneuvers, or discoveries can now affect droids and constructs.

        \n
        \n

        BANQUET

        \n

        Prerequisite: 17th level, Full Course
        Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of four).

        \n
        \n

        FILLING MEAL

        \n

        Prerequisite: 7th level
        Over the course of a long or short rest, you may utilize up to two different maneuvers from this archetype, rather than one.

        \n
        \n

        FULL COURSE

        \n

        Prerequisite: 12th level, Filling Meal
        Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of three).

        \n
        \n

        ON THE ROCKS

        \n

        Any food you prepare over a short or long rest carries with it an additional cooling effect. Creatures that consume it are considered adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide, until the end of the creature’s next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes fire damage before the end of their next short or long rest, they are considered resistant to the damage.

        \n
        \n

        SECRET INGREDIENT

        \n

        If you or any friendly creature that has consumed food made by you during their last short or long rest gains temporary hit points, the number of temporary hit points they gain increases by an amount equal to your Intelligence modifier.

        \n
        \n

        SPICE OF LIFE

        \n

        Any food you prepare over a short or long rest carries with it an additional warming effect. Creatures that consume it are considered adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide, until the end of the creature’s next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes cold damage before the end of their next short or long rest, they are considered resistant to the damage.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1a5Un991dfb6whRr","name":"Master of Moderation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, the Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic and energy damage from unenhanced weapons.
        • \n
        • You have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.
        • \n
        • When you use your action to cast an at-will force power that targets only one creature, you can target an additional creature within 5 feet of the original target and within the power’s range.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1aM4u82TO5GRRKhl","name":"Potent Programming","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power’s damage, but suffers no additional effects of the power.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1cbhX1bPuP09q5Rp","name":"Assassinate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1f9cw6pS3RiiF8DZ","name":"Modified Lightsaber","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify an unenhanced lightsaber utilizing your artificer knowledge. Over the course of a long rest, you can modify your lightsaber. You must have the lightsaber and artificer’s implements in order to perform this modification.

        \n

        Your modified lightsaber is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified lightsaber has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        At 9th level, you can maintain two different modified lightsabers. The total modification slots are split across the two items.

        \n

        ARTIFICER MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ADDITONAL BEAM PORT

        \n

        You install a second beam port into your modified lightsaber. Your modified lightsaber gains the double (1d8) property. You can only benefit from this property while wielding your modified lightsaber with two hands.

        \n
        \n

        ADEGAN CRYSTAL

        \n

        Prerequisite: 5th level
        You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        ADVANCED BLASTSABER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Blastsaber
        You further fine tune your blastsaber. As an action, you can disable a single electronic device not being worn or held by another creature within 5 feet of you. The device is then disabled until it is rebooted.

        \n

        Additionally, when you activate this conversion to alter the properties of your lightweapon, you create a projected barrier of ion energy in a 10-foot-radius sphere around you until the start of your next turn. Hostile creatures treat this area as difficult terrain. When a hostile creature enters the shielded area or starts its turn there, that creature takes 3d4 ion damage. Any electronics not being worn or held within the barrier’s radius are disabled until rebooted.

        \n
        \n

        ADVANCED BRIGHTSABER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Brightsaber
        You further fine tune your brightsaber. While activated, your modified lightsaber’s bright light now automatically dispels illusions and can detect invisibility, as with truesight.

        \n

        Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to blind your target, it makes the saving throw with disadvantage.

        \n
        \n

        ADVANCED DISRUPTORSABER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Disruptorsaber
        You further fine tune your disruptorsaber. While activated, your modified lightsaber lightly obscures the area within 5 feet of it.

        \n

        Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to knock your target prone, the next saving throw you make before the end of your next turn has advantage.

        \n
        \n

        BARRIER

        \n

        Prerequisite: 5th level
        On your turn, when you make an attack roll with your modified lightsaber, you can choose to forgo your proficiency bonus. If you do, you can use your reaction to erect a temporary barrier that lasts until the start of your next turn. While the barrier is activated, you have a bonus to AC against the first attack roll made against you equal to your proficiency bonus.

        \n
        \n

        BEAM GEM LENS

        \n

        Prerequisite: 5th level
        You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        BIOMETRIC SAFETY MEASURES

        \n

        A security system is installed into the hilt of your lightweapon. When a creature other than you attempts to activate your lightweapon, the activation fails. Additionally, the creature attempting to activate must make on a Constitution saving throw or take lightning damage equal to engineer level, and become shocked until the start of its next turn. On a successful save the creature takes half damage and is not shocked. Regardless of success or failure, the creature drops your modified lightsaber.

        \n
        \n

        BLASTSABER CONVERSION

        \n

        Incompatible with other conversions
        You heavily modify your lightweapon to allow you to make a ranged weapon attack. With this modification, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 energy damage.

        \n

        Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to ion.

        \n

        You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        BRIGHTSABER CONVERSION

        \n

        Incompatible with other conversions
        You modify your lightweapon, giving it a brighter glow. While activated, your modified lightsaber sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

        \n

        Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to fire.

        \n

        You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        BURN THROUGH

        \n

        When you score a critical hit with your modified lightsaber, you have advantage on the next attack roll you make against that creature.

        \n
        \n

        COMFORTABLE HANDLE

        \n

        You make minor modifications to the ergonomics of your modified saber’s hilt. Your modified lightsaber gains the finesse property.

        \n
        \n

        CROSSGUARD

        \n

        You add an energy guard at the base of your modified lightsaber’s blade. While wielding your modified lightsaber, you gain a +1 bonus to your armor class against melee weapon attacks.

        \n
        \n

        DISRUPTORSABER CONVERSION

        \n

        Incompatible with other conversions
        You modify your lightweapon, causing it to eminate a sickly green light. Your modified lightsaber loses the luminous property.

        \n

        Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to acid.

        \n

        You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        EXTENDED BEAM

        \n

        You install a series of beam focusing amplifiers into your modified lightsaber. Your modified lightsaber gains the reach property.

        \n
        \n

        GREATSABER ARRAY

        \n

        You augment the configuration of your modified lightsaber. Your modified lightsaber gains the two-handed property, and it’s damage die increases to 1d12.

        \n
        \n

        INTENSE BEAM

        \n

        Prerequisite: 11th level
        Prerequisite: Burn Through
        Your modified lightsaber’s critical hit range increases by 1.

        \n
        \n

        MAGNETIC-LOCK GRIP

        \n

        You insert a series of magnetically charged grips into your modified lightsaber’s hilt. While wielding your modified lightsaber, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.

        \n
        \n

        PROTOTYPE BLASTSABER

        \n

        Prerequisite: 7th level
        Prerequisite: Blastsaber Conversion
        You fine tune your blastsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to cause your modified lightsaber to let loose a burst of energy. Creatures other than yourself within 5 feet of the target creature must succeed on a Dexterity saving throw. On a failed save, they take ion damage equal to your Intelligence modifier.

        \n
        \n

        PROTOTYPE BRIGHTSABER

        \n

        Prerequisite: 7th level
        Prerequisite: Brightsaber Conversion
        You fine tune your brightsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to blind the target of the attack. The creature must succeed on a Constitution saving throw or be blinded.

        \n
        \n

        PROTOTYPE DISRUPTORSABER

        \n

        Prerequisite: 7th level
        Prerequisite: Disruptorsaber Conversion
        You fine tune your disruptorsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to knock the target of your attack prone. The creature must make a Strength saving throw or be knocked prone.

        \n
        \n

        RETURNING WEAPON

        \n

        You install a retractible chain in the hilt of your modified lightsaber. Your modified lightsaber gains the thrown property with a range of 20/60, and when you throw the weapon, it immediately returns to your hand.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1oiBleXKcbvKHz4e","name":"Thunderous Momentum","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1ojG40JCrLM9BT01","name":"Resolute (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"1uSK1vNVR9ZlWeBa","name":"Symbiot Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you attract the attention of the spirit of a Force ghost. Over the course of one hour, you can attune to the spirit, forging a lasting connection. While attuned to a spirit, you gain the following benefits:

        \n
          \n
        • Your spirit is always audible and visible to you. Your spirit can choose to make itself audible and visible or inaudible and invisible to other creatures (no action required), but it is always visible to beings with truesight.
        • \n
        • Your spirit can not interact with the corporeal world, but it is also not impeded by unenhanced walls or barriers.
        • \n
        • Your spirit acts independently of you, and it only obeys your commands if it chooses to. In combat, it rolls its own initiative and acts on its own turn. Your spirit can’t attack, but it can take other actions as normal.
        • \n
        • While your spirit is within 100 feet of you, you can telepathically communicate with it. Additionally, as an action, you can see through your spirit’s vision and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
        • \n
        • When you cast a force power with a range of touch, your spirit can deliver the power as if it had cast it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
        • \n
        \n

        You can only attune to one spirit at a time. If you attempt to attune to another spirit, you immediately break the bond with your current spirit.

        \n
        \n

        GENERATING YOUR SPIRIT

        \n

        Your spirit might be the ghost of a benevolent Jedi, discovered in the ruins of a Jedi temple, or a powerful Sith spirit lingering in an ancient artifact. It might be the spirit of a Nightsister sorceress, or a paragon of a long-forgotten monastic order. Work with your GM to determine the nature of your spirit.

        \n
        \n

        Additionally, your spirit can briefly interact with the physical world. When you would make a melee attack, your spirit can deliver the attack as if it had made it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the attack. It uses your modifiers for the attack and damage rolls. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"1zsB6yknq4JxRzNR","name":"Unwavering Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, if you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n

        At 15th level you can use this feature twice between long rests.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"20qc66rPhmC7wXDm","name":"Saber Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, you learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a light- or vibro-weapon within 5 feet that is not worn or carried by a conscious creature other than you, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.

        \n

        Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.

        \n

        Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:

        \n
          \n
        • You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn’t already include that modifier.
        • \n
        • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a power. The bonus equals your Wisdom or Charisma modifier (your choice, minimum of +1).
        • \n
        \n

        This feature can animate more than one weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. When you use your action to attack with your weapons, you can direct them at the same target or at different ones. Make a separate attack roll for each weapon.

        \n

        At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.

        \n

        You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"21IcHCEbQXjzQ8kr","name":"Master of Ferocity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to all damage.
        • \n
        • When you take the Attack action on your turn, you can make one additional attack as part of that action.
        • \n
        • Your critical hit range with weapons increases by 1.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"21o2m4T6nKInTyiI","name":"Slayer's Counter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, if the target of your Ranger’s Quarry feature forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If your attack hits, you automatically succeed on the saving throw, in addition to the attack’s normal effects.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"27rypuSZYWAT7KI1","name":"Academic Memory (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"28peWa7ad8J7FIF7","name":"Dual Wielder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, when you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2F3RlN4VyyAG2XrU","name":"Discoveries (Gambler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your deep understanding of chance. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ACE UP YOUR SLEEVE

        \n

        Whenever you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can expend a superiority die, adding the result to your total for the check.

        \n
        \n

        AGAINST THE HOUSE

        \n

        Whenever you would make a Charisma (Persuasion) check involving haggling, you can instead challenge the target to a game of chance. If they accept your offer, you can make an ability check with an available gaming set. If you win the challenge, you automatically succeed on the Charisma (Persuasion) check.

        \n
        \n

        ANTE UP

        \n

        When you roll initiative, are not surprised, and end up first in the initiative order, you can take one additional action on top of your regular action and a possible bonus action during your first turn in combat.

        \n
        \n

        CALCULATED BLUFF

        \n

        When you make an ability check using your Charisma, you can choose to instead make the check using your Intelligence.

        \n
        \n

        COLD READ

        \n

        Prerequisite: 5th level
        As an action, you may make a Wisdom (Insight) check contested by a target’s Charisma (Deception) check. On a success, you know the next action the target intends to take, so long as the situation does not change dramatically.

        \n
        \n

        FEELING THE PRESSURE

        \n

        Prerequisite: 13th level
        Whenever you roll a 4 or higher on your Risk Versus Reward feature, the target of your Critical Analysis feature also has disadvantage on attack rolls made against you until the start of your next turn.

        \n
        \n

        THE MAGIC NUMBER

        \n

        Prerequisite: 7th level
        Whenever you roll a 7 on an ability check or saving throw, you can reroll the ability check or saving throw with advantage.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2HMgRTnCktSPFpgt","name":"Channel the Force (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        MAKASHI RIPOSTE

        \n

        When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

        \n

        If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2IauKi1luOxFtg2U","name":"One Step Ahead (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you roll initiative and you are not surprised"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"2MW5NKHVg2sLjPne","name":"Rakish Audacity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.

        \n

        Additionally, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

        \n

        Finally, during your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2N5w1alVvT1VcSau","name":"Potent Integration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2OBhiMYZBtrqUAwY","name":"Survival Expert (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

        \n

        Additionally, you have advantage on saving throws against poison.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"2Pb9OITYFWjfh68F","name":"The Beauty of Violence","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Exhibition Specialist: 18th level

        \n

        You've perfected a fighting style that allows you to stylishly dominate the field of battle. When you mark a creature with your In The Spotlight feature, you can enhance it For the duration of the mark, you gain the following additional benefits:

        \n
          \n
        • You can add your full Charisma modifier, instead of half, to any weapon damage roll you make against the marked target that doesn't already include that modifier.
        • \n
        • You can add half your Charisma modifier (minimum of one) to any weapon attack roll you make against the marked target that doesn't already include that modifier.
        • \n
        • If the marked target is reduced to 0 hit points, you can use your reaction to mark a new creature within 30 feet of you. The duration of the new mark is equal to the remaining duration of the existing mark.
        • \n
        \n

        This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[]} +{"_id":"2cPRZiAJPegsDJEt","name":"Techcasting (Engineer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Engineer: 1st level

        \n

        During your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer table.

        \n

        You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} +{"_id":"2dNKCtW7jCM0xNgT","name":"Rallying Cry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2gNENhRMngBSCGae","name":"Master Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2jowNrxwqUrXnIlu","name":"Force-Empowered Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 2nd level

        \n

        Your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

        \n
        \n
        \n

        DEFLECTION

        \n

        You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

        \n
        \n

        DOUBLE STRIKE

        \n

        You can roll a Kinetic Combat die and deal additional damage of the same type equal to the amount rolled.

        \n
        \n

        SLOW TIME

        \n

        You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 2","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"2k46BLW2l1Nz3npL","name":"Pinpoint Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"2nd8f6jyBtaKRMJq","name":"The Way of the Varactyl","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove, trip, and avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2orm91vcgAPZOZHE","name":"Additional Maneuvers (Scholar: Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        AUTOMATIC STARTUP SEQUENCE

        \n

        When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

        \n
        \n

        FAST ACCESS PROGRAMS

        \n

        When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

        \n
        \n

        FIREWALL

        \n

        When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

        \n
        \n

        HACKED COMMUNICATIONS

        \n

        As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

        \n
        \n

        OVERCAPACITY POWERS

        \n

        When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

        \n
        \n

        RUNTIME EXTENSION

        \n

        When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

        \n
        \n

        SUBTLE EXECUTION

        \n

        When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2r0D2PHtMsms77Mk","name":"Swift Surgery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, you know how to quickly patch up wounds, given the right tools. You are able to use a medkit or administer a medpac as a bonus action, and when you use a medkit to stabilize a dying creature, that creature also regains a number of hitpoints equal to your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"2vIJJJC7LEPncfoX","name":"Master's Advice (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"33W0D0BvrvQpk5kw","name":"Bonus Proficiencies (Scout: Artillerist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in artillerist’s kits.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3AZcaWJypiKyjbDo","name":"Resilient Retainer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

        \n

        Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3NOg28znKOJczSZi","name":"Discoveries (Geneticist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ADAPTED HIDE

        \n

        When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master’s Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.

        \n
        \n

        ATMOSPHERIC ADAPTATION

        \n

        You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.

        \n
        \n

        ENHANCED MUSCULATURE

        \n

        Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.

        \n
        \n

        ICARIAN MUTATION

        \n

        You sprout a pair of winged arms. You gain a flying speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.

        \n
        \n

        MUTAGENIC HARDINESS

        \n

        Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.

        \n
        \n

        PREDATORY SENSES

        \n

        You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.

        \n
        \n

        UNDERGROUND ADAPTATION

        \n

        You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

        \n
        \n

        UNNATURAL WEAPONRY

        \n

        You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3OqwFmlRSb2bklnK","name":"Bumbling Technique","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this order at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you make a Charisma (Performance) check, you gain a bonus to the check equal to half your Wisdom modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.

        \n
        \n

        Additionally, you learn how to twist and turn quickly. Whenever you use your bonus action to make an unarmed strike, creatures you hit can’t make opportunity attacks against you, and your speed increases by 10 feet until the end of your turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3QWti3hBCcOHMenb","name":"Additional Maneuvers (Scholar: Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        ADRENALINE HIT

        \n

        You can use an action and expend one superiority die to inject a creature with regenerative medication that temporarily enhances their agility. When you do so, a creature you can touch regains hit points equal to the superiority die roll. Additionally, until the start of your next turn, when that creature would take damage, the amount is reduced by an amount equal to your Intelligence modifier.

        \n
        \n

        EMERGENCY PRESCRIPTION

        \n

        As an action, you can expend one superiority die and touch a creature. That creature regains hit points equal to result of the die + your Intelligence modifier, and when that creature makes their first ability check, attack roll, or saving throw before the start of your next turn they roll the superiority die and add it to the roll.

        \n
        \n

        ENHANCEMENT INJECTION

        \n

        As an action, you can expend one superiority die to inject a creature you can touch with enhancements, granting them temporary hit points equal to the superiority die roll + your Intelligence modifier, which last for 1 minute. Additionally, when the target makes a Strength or Constitution check or saving throw while it has these temporary hit points, it gains a bonus equal to your Intelligence modifier.

        \n
        \n

        NEUROBLOCK

        \n

        When you make an attack roll, you can expend a superiority die and add it to the attack roll. On a hit, the creature’s next attack has disadvantage and it cannot regain hit points until the start of your next turn.

        \n
        \n

        REASSURE

        \n

        As an action, you can expend a superiority die and call out to a creature within 60 feet that can see or hear you that is charmed, frightened, or stunned. When you do so, that creature immediately makes another saving throw, adding the amount rolled to the save.

        \n
        \n

        REMOVE TOXINS

        \n

        As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and, if it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

        \n
        \n

        SMELLING SALTS

        \n

        As a bonus action, you can expend a superiority die to heal a creature you can touch by a number of hit points equal to the number rolled.

        \n
        \n

        TRANSFUSION

        \n

        Once per turn when you hit a creature with a finesse melee weapon, you can expend a superiority to give you or an ally that is within 5 feet of the creature a transfusion. Add the superiority dice to the damage you deal. You or your ally gain hit points equivalent to the damage you deal to the creature.

        \n

        You can be the creature hit with the attack as long as there is an ally with 5 feet of you, in which you can let it hit without rolling an attack and must choose an ally to heal with the transfusion.

        \n
        \n

        WEAK POINT STRIKE

        \n

        When you hit a creature with a weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3XOFj2JKV4qgpM0e","name":"Weaponmaster's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

        \n

        You can select this exploit multiple times. Each time you do so, you must choose different weapons.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"3YCcAbIVrG0op5oH","name":"Elemental Adept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: Kro Var Order: 6th, 11th, and 17th level

        \n

        You gain two of the following features. You gain an additional option at 11th and 17th level.

        \n

        You can use these features a combined number of times equal to your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.

        \n

        While you have no remaining uses of this feature, you can instead expend 2 focus points to use it. When you do so, your maximum focus points are reduced by 2 until you complete a long rest.

        \n
        \n
        \n

        Burning Ember Flourish

        \n

        You can use your action to choose an area of flame that you can see and that fits within a 5-foot cube within 60 feet. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

        \n

          Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

        \n

          Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

        \n
        \n

        Curtain of Unyielding Wind

        \n

        As an action, you can spend 2 focus points to call up a mighty gale, which swirls around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for 10 minutes. The wind deafens both you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller and hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you, and the attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

        \n
        \n

        Crushing Hand of the Mountain

        \n

        As an action, you can choose a 5-foot-square unoccupied space on the ground that you can see within 30 feet. A Medium hand made from soil and stone, which lasts for 1 minute, rises in that space and reaches for one Large or smaller creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 kinetic damage and is restrained for the duration. As a bonus action on each of your turns, you can cause the hand to crush the restrained target, which must make a Strength saving throw. It takes 2d6 kinetic damage on a failed save or half as much damage on a successful one. To break out, the restrained creature can use its action to make a Strength check against your focus save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

        \n
        \n

        Hatchling's Flame

        \n

        As an action, you focus your energy into a torrent of fire that streaks away from you. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

        \n
        \n

        Patient Bantha Listens

        \n

        You reach out to the ground beneath you. You can use your bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, after which it collapses.

        \n
        \n

        Rush of the Shyrack

        \n

        As an action, you can spend 2 focus points to form a line of strong wind 60 feet long and 10 feet wide that blasts from you in a direction you choose for one minute or until you lose concentration or dismiss the effect (no action required). Each Large or smaller creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the effect ends, you can change the direction in which the line blasts from you.

        \n
        \n

        Shape the Raincloud

        \n

        You can use your action to pull water from air and return it to the atmosphere. In an open container, you can create up to 20 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

        \n
        \n

        Swarming Ice Rabbit

        \n

        As an action, you can cause a flurry of ice crystals to erupt from a point you can see within 90 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3g7tveozmCHAkd5R","name":"Inquisitor's Wrath","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, you can cast the force suppression and sever force force powers at 3rd level against the target of your Ranger’s Quarry without expending tech points. If they are within 30 feet of you, you have advantage on the forcecasting ability check for these powers.

        \n

        You can use this feature a number of times equal to 1 + your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3gA08Z83XSrAE9uP","name":"Adaptive (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 15th level

        \n

        When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} +{"_id":"3jBAw3l2ulXKcqLV","name":"Forcecasting (Operative: Beguiler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        THE BEGUILER PRACTICE

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3jqPPd5qJBBnonPw","name":"Seeing Sound","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, while you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3lqydI4v73szourv","name":"Raging Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon’s damage + your Strength modifier + your Rage Damage when it enter’s the whirlwind’s area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you as a free action or your rage ends.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3paFYzEDFl0XWuO8","name":"Duplicitous Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3qzL7p1j5m4LlIah","name":"Force Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 1st level
        You have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["floor(@classes.consular.levels/2)+max(@abilities.cha.mod,@abilities.wis.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"3wNWE9KjkFD76PuW","name":"Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized droid companion.

        \n

        Choose your droid, which is detailed at the end of this discipline. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your droid.

        \n

        If your droid is irreparably destroyed, or you want to interface with a different droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one droid companion at a time.

        \n

        Your droid gains a variety of benefits while it is interfaced with you:

        \n
          \n
        • The droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your droid acts on its own.
        • \n
        • Your droid’s level equals your engineer level, and for each engineer level you gain after 3rd, your droid companion gains an additional Hit Die and increases its hit points accordingly.
        • \n
        • Your droid has the proficiency bonus of a player character of the same level.
        • \n
        • Whenever you gain the Ability Score Improvement feature in this class, your droid’s abilities also improve. Your droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your droid can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
        • \n
        • Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to integrate it into your droid. Your droid must be proficient in armor in order to have it integrated.
        • \n
        • Your droid is a valid target of the tracker droid interface tech power.
        • \n
        \n

        Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        GENERATING YOUR DROID

        \n

        Choosing your droid companion is an integral part of being an Astrotech Engineer. The class of droid you choose determines their features. Class I through V droids are all appropriate options, with their statistics listed below.

        \n

        Once you’ve selected your type of droid class, you assign your droid’s ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

        \n
        \n

        DROID FEATURES

        \n

        All droids share the following features.

        \n
        \n
        RESISTANCES AND VULNERABILITIES
        \n

        \n
          \n
        • Droid Resistances: Your droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
        • \n
        • Droid Vulnerabilities: Your droid is vulnerable to ion damage. Additionally, your droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
        • \n
        \n
        \n
        TRAITS
        \n

        \n
          \n
        • \n
          Creature Type: Droid
          \n
        • \n
        • \n
          Armor Integration: Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech’s implements. Your droid must be proficient in armor in order to have it integrated.
          \n
        • \n
        • \n
          Droid Systems: Your droid does not need to eat or drink.
          \n
        • \n
        \n
        \n

        CLASS I DROID

        \n
        \n
        Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.
        \n
        As a class I droid, your droid companion has the following features.
        \n
        HIT POINTS
        \n

        \n
          \n
        • Hit Dice: 1d8 per class I droid level
        • \n
        • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class I droid level after 1st
        • \n
        \n
        \n
        PROFICIENCIES
        \n

        \n
          \n
        • Armor: Light armor plating
        • \n
        • Weapons: Simple blasters, simple vibroweapons
        • \n
        • Tools: None
        • \n
        \n
        \n
          \n
        • Languages: Class I droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
        • \n
        • Saving Throws: Wisdom, Intelligence
        • \n
        • Skills: Two Intelligence, Wisdom, or Charisma skills of your choice
        • \n
        \n
        \n
        FEATURES
        \n

        \n
          \n
        • \n
          Size: Medium
          \n
        • \n
        • \n
          Speed: 25 ft.
          \n
        • \n
        \n
        \n

        CLASS II DROID

        \n
        \n
        Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II
        droids.
        \n
        As a class II droid, your droid companion has the following features.
        \n
        HIT POINTS
        \n

        \n
          \n
        • Hit Dice: 1d6 per class II droid level
        • \n
        • Hit Points at 1st Level: 6 + your droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d6 (or 4) + your droid’s Constitution modifier per class II droid level after 1st
        • \n
        \n
        \n
        PROFICIENCIES
        \n

        \n
          \n
        • Armor: Light armor, medium armor
        • \n
        • Weapons: Simple blasters and simple vibroweapons with the light property
        • \n
        • Tools: Your choice of demolition’s kit, security kit, or slicer’s kit
        • \n
        \n
        \n
          \n
        • Languages: Class II droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
        • \n
        • Saving Throws: Dexterity, Intelligence
        • \n
        • Skills: Two of your choice
        • \n
        \n
        \n
        FEATURES
        \n

        \n
          \n
        • \n
          Size: Small
          \n
        • \n
        • \n
          Speed: 25 ft.
          \n
        • \n
        \n
        \n

        CLASS III DROID

        \n
        \n
        Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.
        \n
        As a class III droid, your droid companion has the following features.
        \n
        HIT POINTS
        \n

        \n
          \n
        • Hit Dice: 1d8 per class III droid level
        • \n
        • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class III droid level after 1st
        • \n
        \n
        \n
        PROFICIENCIES
        \n

        \n
          \n
        • Armor: Light armor
        • \n
        • Weapons: Simple blasters, simple vibroweapons
        • \n
        • Tools: None
        • \n
        \n
        \n
          \n
        • Languages: Class III droids can speak and understand all registered languages
        • \n
        • Saving Throws: Wisdom, Charisma
        • \n
        • Skills: None
        • \n
        \n
        \n
        FEATURES
        \n

        \n
          \n
        • \n
          Size: Medium
          \n
        • \n
        • \n
          Speed: 25 ft.
          \n
        • \n
        \n
        \n

        CLASS IV DROID

        \n
        \n
        Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.
        \n
        As a class IV droid, your droid companion has the following features.
        \n
        HIT POINTS
        \n

        \n
          \n
        • Hit Dice: 1d8 per class IV droid level
        • \n
        • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class IV droid level after 1st
        • \n
        \n
        \n
        PROFICIENCIES
        \n

        \n
          \n
        • Armor: All armor
        • \n
        • Weapons: All blasters, All vibroweapons
        • \n
        • Tools: None
        • \n
        \n
        \n
          \n
        • Languages: Class IV droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
        • \n
        • Saving Throws: Strength, Dexterity
        • \n
        • Skills: None
        • \n
        \n
        \n
        FEATURES
        \n

        \n
          \n
        • \n
          Size: Medium
          \n
        • \n
        • \n
          Speed: 30 ft.
          \n
        • \n
        \n
        \n

        CLASS V DROID

        \n
        \n
        Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.
        \n
        As a class V droid, your droid companion has the following features.
        \n
        HIT POINTS
        \n

        \n
          \n
        • Hit Dice: 1d8 per class V droid level
        • \n
        • Hit Points at 1st Level: 8 + your droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d8 (or 5) + your droid’s Constitution modifier per class V droid level after 1st
        • \n
        \n
        \n
        PROFICIENCIES
        \n

        \n
          \n
        • Armor: Light armor, medium armor
        • \n
        • Weapons: All vibroweapons, simple blasters
        • \n
        • Tools: One set of artisan’s implements
        • \n
        \n
        \n
          \n
        • Languages: Class V droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
        • \n
        • Saving Throws: Strength, Constitution
        • \n
        • Skills: Athletics
        • \n
        \n
        \n
        FEATURES
        \n

        \n
          \n
        • \n
          Size: Medium
          \n
        • \n
        • \n
          Speed: 30 ft.
          \n
        • \n
        \n
        \n

        ASTROTECH MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ADVANCED POWER CORE

        \n

        Prerequisite: 7th level, d10 Hit Die
        Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d12.

        \n
        \n

        ALARM PROTOCOL

        \n

        You install an alarm module in your droid, granting the following benefits:

        \n
          \n
        • Your droid grants a +5 bonus to initiative to creatures within 5 feet of it.
        • \n
        • You and your droid can’t be surprised while your droid is conscious.
        • \n
        \n
        \n

        ANALYSIS PROTOCOL

        \n

        Prerequisite: 7th level, Class I Droid
        Your droid can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your droid’s turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:

        \n
          \n
        • When it analyzes a hostile creature, its attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use its Intelligence modifier instead of Strength or Dexterity.
        • \n
        • When it analyzes a friendly creature, the target can end your droid’s Analysis Protocol on them (no action required) to add half your droid’s Intelligence modifier (rounded down, minimum of +1) to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
        • \n
        \n
        \n

        ARM CANNONS

        \n

        You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

        \n

        You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.

        \n
        \n

        BACK-UP PROTOCOL

        \n

        Prerequisite: 7th level
        You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.

        \n

        Once your droid uses this feature, it must finish a short or long rest before it can use it again.

        \n
        \n

        CELERITY AUGMENT

        \n

        You augment your droid to move a little faster. Your droid’s speed increases by 5 feet.

        \n

        You can choose this modification twice.

        \n
        \n

        CHARISMA CHIP

        \n

        Prerequisite: Class III Droid
        You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can’t use it again until it finishes a short or long rest.

        \n
        \n

        DARKVISION OPTICS

        \n

        Your droid has darkvision to a range of 60 feet. If your droid already has darkvision, this modification increases its range by 30 feet.

        \n
        \n

        DURABILITY MODULE

        \n

        You enhance your droid’s durability, granting the following benefits:

        \n
          \n
        • When your droid rolls a Hit Die to regain hit points, the minimum number of hit points your droid can regain from the roll equals twice your droid’s Constitution modifier (minimum of 2).
        • \n
        • Your droid’s hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your droid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
        • \n
        \n
        \n

        EMERGENCY MODE

        \n

        Prerequisite: 15th level
        Prerequisite: Back-Up Protocol
        You modify your droid’s back-up protocol. When your droid’s back-up protocol is initiated, it can use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your droid to 0, the attack roll has advantage.

        \n
        \n

        ENERGY SHIELD

        \n

        You install an energy shield in your droid, which has 1 charge. As an action, your droid can use 1 charge to cast the energy shield tech power.

        \n

        You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.

        \n
        \n

        EXPERTISE PROTOCOL

        \n

        Prerequisite: 5th level
        You install a protocol in your droid that grants it expertise in a tool or skill in which it is proficient.

        \n
        \n

        FALSE COMBUSTION

        \n

        Prerequisite: Class II Droid
        As a reaction in response to taking damage, your droid can feign an explosion. For 1 minute, it appears to be destroyed to all outward inspection. A creature can use its action to inspect your droid and make an Intelligence (Investigation) check (DC = 8 + your droid’s proficiency bonus + your droid’s Intelligence modifier). If it succeeds, it becomes aware that your droid still functions.

        \n
        \n

        FIGHTING STYLE PROTOCOL

        \n

        Your droid adopts a particular style of fighting as its specialty. Choose one of the fighting style options, detailed in chapter 6. Your droid can’t take a Fighting Style option more than once, even if it later gets to choose again.

        \n
        \n

        FLAMETHROWER

        \n

        You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the jet of flame tech power, though it does not scale with higher levels, or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

        \n

        You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast flame sweep at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

        \n
        \n

        FOUR-ARMED COMBATANT

        \n

        Prerequisite: Class IV Droid
        You install two additional arms to improve your droid’s combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).

        \n

        While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.

        \n
        \n

        HEAVY PLATING

        \n

        Prerequisite: Medium Armor proficiency
        Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

        \n
        \n

        LIGHT PLATING

        \n

        Your droid gains proficiency in light armor. If your droid is already proficient in light armor, instead your droid’s speed increases by 5 feet while light armor is integrated.

        \n
        \n

        MARTIAL PROTOCOL

        \n

        Prerequisite: 7th level, Class IV Droid
        Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:

        \n
          \n
        • It learns two maneuvers of your choice from among those available to the fighter class. If a maneuver it uses requires its target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your droid’s proficiency bonus + your droid’s Strength or Dexterity modifier (your choice).
        • \n
        • Your droid has two superiority dice, which are d4s. These dice are used to fuel its maneuvers. A superiority die is expended when your droid uses it. It regain all of its expended superiority dice when you finish a short or long rest.
        • \n
        \n
        \n

        MEDIUM PLATING

        \n

        Prerequisite: Light Armor proficiency
        Your droid gains proficiency in medium armor. If your droid is already proficient in medium armor, the maximum Dexterity bonus your droid can add to AC increases to 3 from 2 while medium armor is integrated.

        \n
        \n

        MEMORY PROTOCOL

        \n

        Prerequisite: Class I Droid
        Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.

        \n
        \n

        OBSERVANT PROTOCOL

        \n

        Prerequisite: 7th level
        Prerequisite: Alarm Protocol
        You modify the alarm module in your droid, granting the following benefits:

        \n
          \n
        • If your droid can see a creature’s mouth while it is speaking a language it understands, your droid can interpret what it’s saying by reading its lips.
        • \n
        • Your droid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
        • \n
        \n
        \n

        PERFORMANCE PROTOCOL

        \n

        Prerequisite: 7th level, Class III Droid
        You modify your droid’s charisma chip, granting the following benefits:

        \n
          \n
        • Your droid has advantage on Charisma (Performance) checks.
        • \n
        • Your droid can also use its bonus action to motivate an ally within 30 feet of it. Until the start of your droid’s next turn, the ally can add the droid’s Charisma modifier (minimum of +1) to the first attack roll, ability check, or saving throw they make. Your droid can use this feature a number of time equal to its Charisma modifier, and it regains all expended uses after it completes a long rest.
        • \n
        \n
        \n

        POWERFUL DROID

        \n

        Prerequisite: Class V Droid
        Your droid’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n

        POWERFUL GRIP

        \n

        Prerequisite: 7th level, Class V Droid
        When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).

        \n
        \n

        PREMIUM POWER CORE

        \n

        Prerequisite: d6 Hit Die
        Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d8.

        \n
        \n

        PROFICIENCY PROTOCOL

        \n

        You install a protocol in your droid that grants it proficiency in a tool or skill. Your droid gains proficiency in a tool or skill of your choice.

        \n

        You can choose this modification multiple times.

        \n
        \n

        PROTOTYPE POWER CORE

        \n

        Prerequisite: d8 Hit Die
        Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d10.

        \n
        \n

        REPULSOR COIL

        \n

        Prerequisite: 7th level, Class II Droid
        You install repulsor coils in your droid’s legs. Your droid gains a flying speed equal to its walking speed.

        \n
        \n

        SENSOR AUGMENTATION

        \n

        You augment your droid with an advanced sensor, granting the following benefits:

        \n
          \n
        • Your droid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
        • \n
        • Your droid has advantage on saving throws made to avoid or resist traps.
        • \n
        • Your droid has resistance to the damage dealt by traps.
        • \n
        • Your droid can search for traps while traveling at a normal pace, instead of only at a slow pace.
        • \n
        \n
        \n

        STUN RAY

        \n

        You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the hold droid or paralyze humanoid tech power. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

        \n

        You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.

        \n
        \n

        TECHCASTING PROTOCOL

        \n

        Your droid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your droid’s techcasting ability is Intelligence. It does not require use of a wristpad for these powers. At-will powers chosen in this way do not scale with higher levels.

        \n
        \n

        TOUGHNESS MODULE

        \n

        Prerequisite: 11th level
        Prerequisite: Durability Module
        You modify the durability module in your droid, granting the following benefit:

        \n
          \n
        • Your droid becomes proficient in Constitution saving throws. If it is already proficient, it becomes proficient in another saving throw of your choice.
        • \n
        • Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
        • \n
        \n
        \n

        TRUESIGHT OPTICS

        \n

        Prerequisite: 11th level
        Prerequisite: Darkvision Optics
        Your droid can see through illusions and detect invisibility within 30 feet, as with truesight.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3wmpa2PloRYvU2na","name":"Out of Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, as an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"41pjk6FyBk1MYXMy","name":"Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: Kro Var Order: 17th level

        \n

        As an ultimate display of your mastery of the elements, you can spend 5 focus points as an action to have the elements of water, earth, fire, and air form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to cold, energy, fire, kinetic, lightning, and sonic damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:

        \n
          \n
        • You create a small earthquake on the ground in a 15 foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1 d6 kinetic damage and is knocked prone.
        • \n
        • You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
        • \n
        • You create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1 d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
        • \n
        • You create a 15 foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"42CFMnCFF7nnpVoY","name":"Performance's Exploit - Distract","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"4X59Gjodqz87nMsa","name":"Crisis Management","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, while you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4X59Gjodqz87nMsa","name":"Crisis Management","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, while you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"4XaA12U40vAZxRhi","name":"Deflect Missiles","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 3rd level

        \n

        You can use your reaction to deflect a projectile when you are dealt damage by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

        \n

        If you reduce the damage to 0, and the damage is kinetic, energy, or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+@mod+@classes.monk.levels","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 3","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Reaction.webp","effects":[]} -{"_id":"4da8QNAWRrgGCkt3","name":"Flow-Walking","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can cast the phasestrike force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

        \n

        Additionally, when you use your action to cast an at-will force power, you can use your Martial Arts or Focus features.

        \n

        You can use these features a combined number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4h4YWb2g2Svtwz85","name":"Creature Comprehension","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you have taken the action yourself.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4hfinmcJC9pqVDhD","name":"Holographic Decoy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, as an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy’s space. Both your decoy and the target of your tech power must be within your line of sight.

        \n

        You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.

        \n

        Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.

        \n

        A creature that uses its action to examine your decoy can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4kLXvFjUFd6BJGkS","name":"Medical Practitioner","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency with biochemist’s kits and your choice of Medicine or Nature skills. Additionally, when you make a Wisdom (Medicine) check, you gain a bonus to the check equal to your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4lbz6IOCT4Ls6lgC","name":"Spirit Guide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you can invoke each of your totems twice, instead of once. You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4pRbOLpM80cqv6uo","name":"Rancor's Disposition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Occultist Pursuit: 3rd level

        \n

        When you use a scholar class feature, or a feature of this archetype, and that feature references your Intelligence modifier, you can substitute your choice of Wisdom or Charisma instead.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"name":"Tech Amateur (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

        \n

        You can select this discovery multiple times. Each time you do so, you must choose a different power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"4rRGF7EsfQv1Z3IN"} -{"_id":"4u33fYS7Rxq5uYTW","name":"Explorer's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"4da8QNAWRrgGCkt3","name":"Flow-Walking","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can cast the phasestrike force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

        \n

        Additionally, when you use your action to cast an at-will force power, you can use your Martial Arts or Focus features.

        \n

        You can use these features a combined number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4h4YWb2g2Svtwz85","name":"Creature Comprehension","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you have taken the action yourself.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4hfinmcJC9pqVDhD","name":"Holographic Decoy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, as an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy’s space. Both your decoy and the target of your tech power must be within your line of sight.

        \n

        You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.

        \n

        Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.

        \n

        A creature that uses its action to examine your decoy can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4kLXvFjUFd6BJGkS","name":"Medical Practitioner","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency with biochemist’s kits and your choice of Medicine or Nature skills. Additionally, when you make a Wisdom (Medicine) check, you gain a bonus to the check equal to your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4lbz6IOCT4Ls6lgC","name":"Spirit Guide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you can invoke each of your totems twice, instead of once. You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4oEqg1bENiIvxlpW","name":"Ideal of the Contender","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

        \n
        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"2w7HxesGujLvxWc0","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Contender Manifestation","tint":"","transfer":false}]} +{"_id":"4pRbOLpM80cqv6uo","name":"Rancor's Disposition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Occultist Pursuit: 3rd level

        \n

        When you use a scholar class feature, or a feature of this archetype, and that feature references your Intelligence modifier, you can substitute your choice of Wisdom or Charisma instead.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} +{"_id":"4rRGF7EsfQv1Z3IN","name":"Tech Amateur (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

        \n

        You can select this discovery multiple times. Each time you do so, you must choose a different power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"4u33fYS7Rxq5uYTW","name":"Explorer's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"4u7sZjffWJWCUmkZ","name":"Trip Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"4xUvdPmOAggsvACD","name":"Improved Danger Sense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you are treated as proficient in the save, and you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"4xxqmHwlwgyQjfrT","name":"Eye of the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"56rZNAyhWtZrxiWp","name":"Painkiller","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level (rounded up) + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"58xYGURGvkKad7it","name":"Additional Maneuvers (Scholar: Chef)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the culinary arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n

        You may only perform one maneuver that is used during a long or short rest at a time.

        \n
        \n
        \n

        ALLERGENS

        \n

        As a bonus action while preparing or touching food, you may expend a superiority die and add to it an irritating allergen. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts half the result of your superiority die (rounded down, minimum of one) from the first ability check, attack roll, or saving throws it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

        \n
        \n

        BRAIN FOOD

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary force or tech points (their choice) equal to the number you roll on the superiority die. When an affected creature casts a force or tech power, the temporary force or tech points are spent first. An affected target can only benefit from one source of temporary force or tech points at a time, and they last until they’re depleted or until the affected target completes their next short or long rest. This maneuver has no effect on droids or constructs.

        \n
        \n

        DEBILITANTS

        \n

        As a bonus action when preparing or touching food, you may expend a superiority die and add to it a subtle poison. Any creature that consumes this food must make a Constitution saving throw. On a failed save, their hit point maximum is reduced by an amount equal to twice the number rolled on your superiority die + your Intelligence modifier. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

        \n
        \n

        ENERGIZERS

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature has their walking speed increased by 10 until the end of their next short or long rest. This maneuver has no effect on droids or constructs.

        \n
        \n

        ENHANCERS

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to a damage roll that would affect only one target. This maneuver has no effect on droids or constructs.

        \n
        \n

        HEALTH FOOD

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary hit points equal to twice the number you roll on the superiority die. This maneuver has no effect on droids or constructs.

        \n
        \n

        MUSCLE RELAXANTS

        \n

        As a bonus action while preparing or touching food, you may expend a superiority die and add to it a fast acting muscle relaxant. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts the result of your superiority die from the first damage roll it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

        \n
        \n

        SUPPLEMENTS

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to one ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. This maneuver has no effect on droids or constructs.

        \n
        \n

        VITAMINS

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains proficiency in Constitution saving throws until the end of their next short or long rest. If a creature was already proficient in Constitution saving throws, they instead become proficient in a saving throw of your choice. This maneuver has no effect on droids or constructs.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"5Fh5O4hQO1zEfI4B","name":"Iridescent Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed strikes against that creature as a bonus action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"5G5BbnJq7kguaZAD","name":"The Way of the Vornskr","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"5LIZH5J156FPC8Ar","name":"Fighting Style (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 2nd level

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"4xUvdPmOAggsvACD","name":"Improved Danger Sense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you are treated as proficient in the save, and you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"4xxqmHwlwgyQjfrT","name":"Eye of the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"52EHtBvyeuBNJuLO","name":"Slow Time (Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

        \n
        \n

        After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die * 5, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4*5","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"IWoqDcwboYrb0gD3","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.movement.walk","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Slow Time (Force-Empowered Strike)","tint":"","transfer":false}]} +{"_id":"56rZNAyhWtZrxiWp","name":"Painkiller","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level (rounded up) + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"58xYGURGvkKad7it","name":"Additional Maneuvers (Scholar: Chef)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the culinary arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n

        You may only perform one maneuver that is used during a long or short rest at a time.

        \n
        \n
        \n

        ALLERGENS

        \n

        As a bonus action while preparing or touching food, you may expend a superiority die and add to it an irritating allergen. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts half the result of your superiority die (rounded down, minimum of one) from the first ability check, attack roll, or saving throws it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

        \n
        \n

        BRAIN FOOD

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary force or tech points (their choice) equal to the number you roll on the superiority die. When an affected creature casts a force or tech power, the temporary force or tech points are spent first. An affected target can only benefit from one source of temporary force or tech points at a time, and they last until they’re depleted or until the affected target completes their next short or long rest. This maneuver has no effect on droids or constructs.

        \n
        \n

        DEBILITANTS

        \n

        As a bonus action when preparing or touching food, you may expend a superiority die and add to it a subtle poison. Any creature that consumes this food must make a Constitution saving throw. On a failed save, their hit point maximum is reduced by an amount equal to twice the number rolled on your superiority die + your Intelligence modifier. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

        \n
        \n

        ENERGIZERS

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature has their walking speed increased by 10 until the end of their next short or long rest. This maneuver has no effect on droids or constructs.

        \n
        \n

        ENHANCERS

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to a damage roll that would affect only one target. This maneuver has no effect on droids or constructs.

        \n
        \n

        HEALTH FOOD

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary hit points equal to twice the number you roll on the superiority die. This maneuver has no effect on droids or constructs.

        \n
        \n

        MUSCLE RELAXANTS

        \n

        As a bonus action while preparing or touching food, you may expend a superiority die and add to it a fast acting muscle relaxant. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts the result of your superiority die from the first damage roll it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

        \n
        \n

        SUPPLEMENTS

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to one ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. This maneuver has no effect on droids or constructs.

        \n
        \n

        VITAMINS

        \n

        At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains proficiency in Constitution saving throws until the end of their next short or long rest. If a creature was already proficient in Constitution saving throws, they instead become proficient in a saving throw of your choice. This maneuver has no effect on droids or constructs.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5Fh5O4hQO1zEfI4B","name":"Iridescent Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed strikes against that creature as a bonus action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5G5BbnJq7kguaZAD","name":"The Way of the Vornskr","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5LIZH5J156FPC8Ar","name":"Fighting Style (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 2nd level

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 2","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"5MSNIuwM4DtqFzxV","name":"Infuse Item","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Engineer: 2nd level
        You gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a shield or a +1 bonus to attack and damage rolls if it’s a weapon.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        \n

        This bonus increases to +2 at 10th level and +3 at 15th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} -{"_id":"5PS62OPmM18ws0x9","name":"Channel the Force (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        TELEKINETIC SLASH

        \n

        When you deal damage with an at-will force power that requires a force attack or a saving throw, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the power’s damage. The additional damage is 1d8 for each point spent in this way.

        \n

        You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"5RNqaMT7MouwaybB","name":"Field Surgeon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional die d6 and add it to the roll. This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.

        \n

        Additionally, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, if the creature is the target of your Critical Analysis, you can instead choose the maximum on both dice. Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, but only once on the same turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"5lGNQ7HmWwhWL9Gf","name":"Action Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

        \n

        Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"name":"Resistance to Necrotic","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"power","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8FAvO6m1xM9xRUSf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Resistance to Necrotic","tint":"","transfer":false}],"_id":"5oaCI7mGGD39EL9a"} -{"_id":"5v2aXZyPOFOSUuAV","name":"Stormcaller","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you’ve learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:

        \n
          \n
        • You gain a flying speed equal to your walking speed.
        • \n
        • You have resistance to energy, lightning, and necrotic damage.
        • \n
        • Whenever a hostile creature enters this radius or starts its turn there, it takes 10 lightning damage.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Lunging Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"3ofwicyA3h1jv28F","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Lunging Attack","tint":"","transfer":false}],"_id":"6CjjvCqzh7PzzmWU"} +{"_id":"5PS62OPmM18ws0x9","name":"Channel the Force (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        TELEKINETIC SLASH

        \n

        When you deal damage with an at-will force power that requires a force attack or a saving throw, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the power’s damage. The additional damage is 1d8 for each point spent in this way.

        \n

        You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5RNqaMT7MouwaybB","name":"Field Surgeon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional die d6 and add it to the roll. This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.

        \n

        Additionally, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, if the creature is the target of your Critical Analysis, you can instead choose the maximum on both dice. Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, but only once on the same turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"5lGNQ7HmWwhWL9Gf","name":"Action Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

        \n

        Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"5oaCI7mGGD39EL9a","name":"Resistance to Necrotic","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"power","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8FAvO6m1xM9xRUSf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Resistance to Necrotic","tint":"","transfer":false}]} +{"_id":"5v2aXZyPOFOSUuAV","name":"Stormcaller","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you’ve learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:

        \n
          \n
        • You gain a flying speed equal to your walking speed.
        • \n
        • You have resistance to energy, lightning, and necrotic damage.
        • \n
        • Whenever a hostile creature enters this radius or starts its turn there, it takes 10 lightning damage.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6CjjvCqzh7PzzmWU","name":"Lunging Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"3ofwicyA3h1jv28F","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Lunging Attack","tint":"","transfer":false}]} {"_id":"6KfPYuS5IiWyeq3v","name":"Distracting Strike","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"jQiKudRHpZIjEMp2","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Distracted","tint":"","transfer":false}]} -{"_id":"6QEvSr6jJjATZguf","name":"Form Basics (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Jar’Kai lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6SND1rFXxTWOyREh","name":"Gadgeteer Harness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can create your modified gadgeteer harness. You must have gadgeteer’s implements in order to perform this modification.

        \n

        Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        GADGETEER CONTRAPTIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ADVANCED GROUNDING SYSTEM

        \n

        Prerequisite: 13th level
        Prerequisite: Prototype Grounding System
        While wearing your gadgeteer harness you have immunity to lightning damage.

        \n
        \n

        AUTO-INJECTION REGENERATOR

        \n

        Prerequisite: 5th level
        You install a special kolto injector into your gadgeteer harness that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

        \n
        \n

        AUTOTHRUSTERS

        \n

        Prerequisite: Jet Pack
        You can take the Dash and Disengage actions as a bonus action while your jet pack is active.

        \n
        \n

        CLIMBING GLOVES

        \n

        You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        DARKVISION GOGGLES

        \n

        You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

        \n
        \n

        EXTENDED TANK

        \n

        Prerequisite: 5th level
        Prerequisite: Jet Pack
        Your jet pack now lasts up to 10 minutes when activated.

        \n
        \n

        FLAME VENTS

        \n

        Prerequisite: 9th level
        Prerequisite: Jet Pack
        You learn the flame sweep tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

        \n

        Additionally, while your jet pack is active, you can cast flame sweep using your bonus action instead of your action.

        \n
        \n

        GROUNDING SYSTEM

        \n

        While wearing your gadgeteer harness you are immune to the shocked condition.

        \n
        \n

        INTEGRATED INHIBITOR

        \n

        Prerequisite: 5th level
        While using your harness as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        INTEGRATED TARGETER

        \n

        Prerequisite: 5th level
        While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        INTELLIGENCE CORE OVERRIDE

        \n

        Prerequisite: 9th level
        You can cast the override interface tech power at 5th level without spending tech points.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        JET PACK

        \n

        You add integrate a jet pack into your gadgeteer harness to grant you temporary, limited flight. Activating or deactivating the jets requires a bonus action and, while active, you have a flying speed of 30 feet.

        \n

        The jet pack last for 1 minute before deactivating. Once the jets have been activated, they can’t be activated again until you finish a short or long rest.

        \n

        Your jet pack’s speed increases to 40 feet at 5th level, 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th level, and 80 feet at 20th level.

        \n
        \n

        MECHANICAL ARM

        \n

        You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

        \n

        You can choose this modification twice.

        \n
        \n

        MIMICKER

        \n

        Prerequisite: 9th level
        You create a device that attaches to your gadgeteer harness. Your mimicker casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function for 1 minute. Your mimicker is suppressed while you are incapacitated, restrained, or otherwise unable to move.

        \n
        \n

        MINIATURIZED HYDRAULICS

        \n

        Your gadgeteer harness can store 20 pounds of equipment without adding to your encumbrance.

        \n
        \n

        OIL SPILL

        \n

        As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        POWERED GRAPPLING HOOK

        \n

        Prerequisite: 9th level
        Prerequisite: Wrist-Mounted Grappling Hook
        While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

        \n
        \n

        PROTOTYPE GROUNDING SYSTEM

        \n

        Prerequisite: 9th level
        Prerequisite: Grounding System
        While wearing your gadgeteer harness you have resistance to lightning damage.

        \n
        \n

        QUICK START ENGINE

        \n

        Prerequisite: 5th level
        Prerequisite: Jet Pack
        You can now activate your Jet Pack as an object interaction rather than as a bonus action.

        \n
        \n

        RECYCLED ADRENALS

        \n

        You can augment a single adrenal to regain its charge. This adrenal can only be used by you, and it can only affect you. Once you’ve used this adrenal, you can’t use it again until you finish a short or long rest.

        \n
        \n

        RECYCLED EXPLOSIVES

        \n

        You can augment a single explosive to regain its charge. This explosive can only be used by you, and it uses your tech save DC instead of its own, unless its own DC would be higher. Once you’ve used this explosive, you can’t use it again until you finish a short or long rest.

        \n
        \n

        RECYCLED STIMPACS

        \n

        You can augment a single stimpac to regain its charge. This stimpac can only be used by you, and it can only affect you. Once you’ve used this stimpac, you can’t use it again until you finish a short or long rest.

        \n
        \n

        SENTRY TURRET

        \n

        You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn. If a creature would be targeted by more than one of these sentries, it only makes this saving throw once, taking an additional d4 damage for each sentry beyond the first.

        \n

        The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.

        \n
        \n

        SHOCKING HOOK

        \n

        Prerequisite: 9th level
        Prerequisite: Wrist-Mounted Grappling Hook
        After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

        \n

        Once you’ve used this feature, you can’t use it again until you recover the harpoon.

        \n
        \n

        STEALTH FIELD GENERATOR

        \n

        Prerequisite: 9th level
        You create an augmented belt that functions as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force- or tech- power.

        \n

        Once the belt has been activated, it can’t be activated again until you finish a short or long rest.

        \n
        \n

        SHOCKING BARRIER

        \n

        Prerequisite: 5th level
        You enhanced your barriers. Whenever a creature with one of your barriers active takes damage from a creature within 5 feet of it, the damaged creature can roll your Potent Aptitude die, dealing the result of the die as lightning damage to the creature that damaged it.

        \n
        \n

        TRUESIGHT GOGGLES

        \n

        Prerequisite: 11th level
        Prerequisite: Darkvision Goggles
        You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        WEAPON INTEGRATION

        \n

        You can integrate a single weapon that weighs no more than 8 lb. into your gadgeteer harness. While integrated, that weapon gains the hidden and fixed properties.

        \n
        \n

        WRIST-MOUNTED GRAPPLING HOOK

        \n

        You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

        \n

        A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

        \n

        While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

        \n

        Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6Sr3sIGSmzAIr5mW","name":"Battle Readiness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, you have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6SyXNLWcjSmB8Z0l","name":"Knowledge Unbound","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 20th level

        \n

        You are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"bCCzy3nnrcLBaZkg","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":4,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Knowledge Unbound","tint":"","transfer":true}]} -{"_id":"6VhggjCLnsuOPBiO","name":"Twin Saber Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, when you cast saber throw while wielding your forceblade, you can attack the same target multiple times.

        \n

        Additionally, when you deal damage to a creature within 30 feet of you with your forceblade, you can use your bonus action to teleport to within 5 feet of that creature and make a melee weapon attack against that creature. This attack uses your Kinetic Combat die instead of your weapon’s damage die. You can use this feature a number of times equal to your Wisdom or Charisma modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6Y9hwUuoPL64JXCv","name":"Emergency Planning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you’ve learned to formulate and execute a plan. As an action, you can choose up to six creatures (including yourself) that you can see within 60 feet of you. For each creature, choose one of the following: ability check, attack roll, or saving throw. Each creature gains an Emergency Planning die, which is a d8.

        \n

        Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw, as determined when you use this feature. The creature can wait until after it rolls the d20 before deciding to use the Emergency Planning die, but must decide before the GM says whether the roll succeeds or fails. Once the Emergency Planning die is rolled, it is lost.

        \n

        A creature can have only one Emergency Planning die at a time.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n

        Your Emergency Planning die changes when you reach certain levels in this class. to 1d10 at 13th level, and to 1d12 at 17th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6bY5UEP9vMlJjmvA","name":"Supreme Sneak","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren’t incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6dNqHrdwSTmPLbu8","name":"Turret Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you learn to apply your knowledge of artillery to construct your own portable turret.

        \n

        You start with a Small turret, which is detailed at the end of this technique. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finish your turret.

        \n

        If your turret is irreparably destroyed, you can spend an additional 500 cr worth of material and 8 hours to create a new turret. You may only have one turret companion at a time.

        \n

        Your turret has the following benefits:

        \n
          \n
        • Your turret has a remote control, which you can use to direct it on your turn while within 120 feet of it. Your turret takes no actions unless you tell it to or an upgrade says otherwise.
        • \n
        • Your turret’s level equals your scout level, and for each scout level you gain after 3rd, your turret companion gains an additional Hit Die and increases its hit points accordingly.
        • \n
        • Your turret has the proficiency bonus of a player character of the same level.
        • \n
        • Whenever you gain the Ability Score Improvement feature in this class, your turret’s abilities also improve. Your turret can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your turret can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
        • \n
        • Your turret is a valid target of the tracker droid interface tech power.
        • \n
        • When you would make a weapon attack, you can let your turret attack instead.
        • \n
        \n

        Your turret has two modes: deployed and undeployed. Your turret can take no actions while undeployed. You can deploy or undeploy your turret at any time on your turn (no action required), but the effect doesn’t occur until the start of your next turn.

        \n
        \n

        GENERATING YOUR TURRET

        \n

        Your turret is a portable companion that you can upgrade over time.

        \n

        Your turret uses your Intelligence, Wisdom, and Charisma scores. You assign your turret’s Strength, Dexterity, and Constitution scores using a limited standard array (16, 14, 12) as you see fit.

        \n
        \n

        TURRET FEATURES

        \n

        All turrets share the following traits.

        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d6 per turret companion level
        • \n
        • Hit Points at 1st Level: 6 + your turret’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d6 (or 4) + your turret’s Constitution modifier per turret level after 1st
        • \n
        \n

        RESISTANCES AND VULNERABILITIES

        \n
        \n
          \n
        • Turret Resistances: Your turret is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
        • \n
        • Turret Vulnerabilities: Your turret is vulnerable to ion damage. Additionally, your turret has disadvantage on saving throws against effects that would deal ion or lightning damage.
        • \n
        \n

        FEATURES

        \n
        \n
          \n
        • Armor Class: Your turret uses its Intelligence score for its Armor Class.
        • \n
        • Integrated Weaponry: Your turret has an integrated vibroweapon and blaster with which it can make weapon attacks. Neither weapon can be removed while your turret is not disabled. Your turret’s vibroweapon deals 1d8 kinetic damage on a hit. Your turret’s blaster has the ammunition (range 100/400) and reload 20 properties, and it deals 1d6 kinetic or energy damage on it a hit, depending on its loaded ammunition. It can use both slug cartridges and power cells for ammunition. Your turret can’t reload itself. You can choose which weapon your turret uses each time it attacks (no action required).
        • \n
        • Turret Upgrades: Your turret companion has four turret upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
        • \n
        • Size: Small
        • \n
        • Speed: Your turret has two modes: undeployed and deployed. While undeployed, your turret’s speed equals your own and it can take no actions. While deployed, your turret has a speed of 25 feet and can take actions.
        • \n
        • Type: Construct
        • \n
        \n

        TURRET UPGRADES

        \n

        If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.

        \n
        \n
        \n

        AUGMENTING BARRIER

        \n

        Prerequisite: 5th level
        As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, when damage is dealt by a tech power originating from inside the barrier against a target outside the barrier, that tech power gains a bonus to damage equal to half your Intelligence modifier (rounded up).

        \n

        This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        AUTORELOAD

        \n

        You can preload your turret’s blaster with additional ammunition. You can preload two additional power cells, or you can replace each power cell with 20 slug cartridges. Once on each of your turns, you can reload your turret without using an action. Once you’ve expended the preloaded ammunition, you can’t reload your turret’s blaster in this way again until you reload it with an action.

        \n
        \n

        CLIMBING TURRET

        \n

        Your turret gains a climbing speed equal to its deployed walking speed.

        \n
        \n

        CLOAKING BARRIER

        \n

        Prerequisite: 5th level
        As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, this barrier creates an area that is lightly obscured. Wisdom (Perception) checks that originate outside the barrier take a -10 penalty when attempting to detect anything inside the barrier.

        \n

        This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        DEPLOYMENT ACCELERATOR

        \n

        Your turret now deploys and undeploys instantly, but you can only do so once on each of your turns.

        \n
        \n

        DISGUISED TURRET

        \n

        Your turret can collapse into an innocuous looking container while undeployed. You have advantage on Charisma (Deception) checks to hide the nature of your turret while it is undeployed.

        \n
        \n

        HOVERING TURRET

        \n

        Your turret can hover 5 feet over the ground while deployed. It ignores difficult terrain while hovering in this way.

        \n
        \n

        INTEGRATED GRENADE LAUNCHER

        \n

        You integrate a grenade launcher into your turret.

        \n

        You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

        \n
        \n

        INTEGRATED PROJECTOR

        \n

        You integrate a vapor projector into your turret.

        \n

        You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

        \n
        \n

        INTEGRATED ROCKET LAUNCHER

        \n

        You integrate a rocket launcher into your turret.

        \n

        You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

        \n
        \n

        LONGBOW

        \n

        Your turret’s blaster’s range increases by 50/200. Additionally, when you cast a tech power with a range of 5 feet or greater, and your turret is the target of your tracker droid interface tech power, you can cast it as if you were in your turret’s space, and the range increases to 150 feet.

        \n
        \n

        PHALANX BARRIER

        \n

        Prerequisite: 5th level
        As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, ranged weapon attacks originating from outside the barrier that pass through it have disadvantage. Ranged weapon attacks originating from inside the barrier are unaffected.

        \n

        This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        RAM ATTACHMENT

        \n

        You integrate a battering ram into your turret. When your turret makes a Strength check to break down physical doors, it gains a bonus to the check, depending on its size. A Small turret gains a +1 bonus, a Medium turret gains a +2 bonus, and a Large turret gains a +5 bonus. You can help your turret, giving it advantage on the check.

        \n
        \n

        RECURRING ACTION

        \n

        Prerequisite: 9th level
        Your turret gains the ability to repeat attacks without direction. At the start of each of your turns, if your turret made an attack since the start of your previous turn, you can have it repeat its most recent attack (no action required). This attack targets the same space as the most recent attack made by your turret, regardless of whether or not a creature occupies that space.

        \n

        REJUVENATING BARRIER

        \n

        Prerequisite: 5th level
        As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, friendly creatures that enter this barrier for the first time or start their turn there regain hit points equal to your Intelligence modifier, and gain temporary hit points equal to your Intelligence modifier. This feature can restore a creature to no more than half of its hit point maximum.

        \n

        This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        SENTRY

        \n

        You add an overwatch suite to your turret companion. When you cast the alarm tech power, you can choose to have your turret notified when the alarm is triggered. If you do so, when the alarm is triggered, your turret immediately makes a number of weapon attacks against the triggering creature up to your turret’s proficiency bonus. If multiple creatures trigger the alarm simultaneously, your turret targets each creature randomly.

        \n
        \n

        SIZE: LARGE

        \n

        Prerequisite: Size: Medium
        Your turret’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its vibroweapon and blaster damages increase to 1d12 and 1d10, respectively, and its deployed walking speed decreases to 15 feet.

        \n
        \n

        SIZE: MEDIUM

        \n

        Your turret’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its vibroweapon and blaster damages increase to 1d10 and 1d8, respectively, and its deployed walking speed decreases to 20 feet.

        \n
        \n

        SUPPRESSING FIRE

        \n

        Prerequisite: 11th level
        When a creature within 30 feet of you moves at least 5 feet, you can use your reaction to have your turret make a ranged weapon attack with its blaster against the creature. If the attack hits, the creature gains 1 slowed level until the start of your next turn.

        \n
        \n

        TURRET COVERAGE

        \n

        As an action, you can have your turret anchor itself to the ground or recover itself. While anchored, its speed is reduce to 0, it has resistance to energy and kinetic damage, and it provides cover to creatures within 5 feet of it, depending on its size. A Small turret provides one-quarter cover, a Medium turret provides half cover, and a Large turret provides three-quarters cover. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by your turret’s cover, your turret instead takes the damage.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6eMAnnFSy2Em1tyB","name":"Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you gain one of the following features.

        \n

        Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.

        \n
        \n

        AGGRESSIVE NEGOTIATIONS

        \n

        When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn’t already include that modifier.

        \n
        \n

        RELIABLE VIGOR

        \n

        If your total for a Strength check or saving throw is less than your guardian level, you can use your guardian level in place of the total.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6qm81RP5SF3fL6V7","name":"Blade Dance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6umG4Hsx9ZVkzWJK","name":"Aura of Conquest","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"6xJyPg0dy64TKDGQ","name":"Channel the Force (Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you gain one of the following Channel the Force options. Choose Smite for Vonil or Shield for Ishu.

        \n
        \n
        \n

        SMITE

        \n

        Once per turn, when your companion is within 10 feet of you and it hits a creature with a melee weapon attack, you can expend a use of your Channel the Force and expend force points to have your companion deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        \n
        \n

        SHIELD

        \n

        When your companion is hit by a weapon attack while within 10 feet of you, you can use your reaction to attempt to divert the attack. When you do so, the damage your companion takes from the attack is reduced by 1d10 + your Wisdom or Charisma modifier (your choice) + your guardian level.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6yrORGVIi0v9jqNx","name":"Force-Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to force the creature to make a Strength saving throw. On a failed save, it takes 2d6 force damage and is pushed up to 15 feet away from you. On a successful save, the creature only takes half as much damage and isn’t pushed.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Disarming Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"71QCe3z2oK1LlrrF"} -{"_id":"71u1CPfFOBP2UZgi","name":"Stillness of Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 7th level

        \n

        You can use your action or bonus action to end one effect on yourself that is causing you to be charmed or frightened.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"74fME4fE9ljQozFI","name":"Shoot First","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.

        \n

        Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"755MdQqExvHIKxVU","name":"Riposte","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[{"_id":"gYYZjf3dOHSCHNHb","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false,"macroRepeat":"none"}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","label":"Riposte","tint":"","transfer":false}]} -{"_id":"75l3fkh2X6MP7YQF","name":"Battlefield Survey","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, you become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"78p9F2BB4sD7ojAn","name":"Mark of the Stalker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while you are hidden from the target of your Ranger’s Quarry feature, the first attack roll you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are less than 30 feet from your target, the Dexterity (Stealth) check is made with disadvantage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7EFy4psVKFV8Txr5","name":"Path of the Echani","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.

        \n
        \n

        ECHANI WEAPONS

        \n

        Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this order’s features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.

        \n
        \n

        AGILE PARRY

        \n

        If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

        \n
        \n

        ECHANI'S SHOT

        \n

         You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7I2mlmAOF7bzSAId","name":"Techcasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

        \n

        At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6QEvSr6jJjATZguf","name":"Form Basics (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Jar’Kai lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6SND1rFXxTWOyREh","name":"Gadgeteer Harness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can create your modified gadgeteer harness. You must have gadgeteer’s implements in order to perform this modification.

        \n

        Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        GADGETEER CONTRAPTIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ADVANCED GROUNDING SYSTEM

        \n

        Prerequisite: 13th level
        Prerequisite: Prototype Grounding System
        While wearing your gadgeteer harness you have immunity to lightning damage.

        \n
        \n

        AUTO-INJECTION REGENERATOR

        \n

        Prerequisite: 5th level
        You install a special kolto injector into your gadgeteer harness that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

        \n
        \n

        AUTOTHRUSTERS

        \n

        Prerequisite: Jet Pack
        You can take the Dash and Disengage actions as a bonus action while your jet pack is active.

        \n
        \n

        CLIMBING GLOVES

        \n

        You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        DARKVISION GOGGLES

        \n

        You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

        \n
        \n

        EXTENDED TANK

        \n

        Prerequisite: 5th level
        Prerequisite: Jet Pack
        Your jet pack now lasts up to 10 minutes when activated.

        \n
        \n

        FLAME VENTS

        \n

        Prerequisite: 9th level
        Prerequisite: Jet Pack
        You learn the flame sweep tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

        \n

        Additionally, while your jet pack is active, you can cast flame sweep using your bonus action instead of your action.

        \n
        \n

        GROUNDING SYSTEM

        \n

        While wearing your gadgeteer harness you are immune to the shocked condition.

        \n
        \n

        INTEGRATED INHIBITOR

        \n

        Prerequisite: 5th level
        While using your harness as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        INTEGRATED TARGETER

        \n

        Prerequisite: 5th level
        While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        INTELLIGENCE CORE OVERRIDE

        \n

        Prerequisite: 9th level
        You can cast the override interface tech power at 5th level without spending tech points.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        JET PACK

        \n

        You add integrate a jet pack into your gadgeteer harness to grant you temporary, limited flight. Activating or deactivating the jets requires a bonus action and, while active, you have a flying speed of 30 feet.

        \n

        The jet pack last for 1 minute before deactivating. Once the jets have been activated, they can’t be activated again until you finish a short or long rest.

        \n

        Your jet pack’s speed increases to 40 feet at 5th level, 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th level, and 80 feet at 20th level.

        \n
        \n

        MECHANICAL ARM

        \n

        You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

        \n

        You can choose this modification twice.

        \n
        \n

        MIMICKER

        \n

        Prerequisite: 9th level
        You create a device that attaches to your gadgeteer harness. Your mimicker casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function for 1 minute. Your mimicker is suppressed while you are incapacitated, restrained, or otherwise unable to move.

        \n
        \n

        MINIATURIZED HYDRAULICS

        \n

        Your gadgeteer harness can store 20 pounds of equipment without adding to your encumbrance.

        \n
        \n

        OIL SPILL

        \n

        As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        POWERED GRAPPLING HOOK

        \n

        Prerequisite: 9th level
        Prerequisite: Wrist-Mounted Grappling Hook
        While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

        \n
        \n

        PROTOTYPE GROUNDING SYSTEM

        \n

        Prerequisite: 9th level
        Prerequisite: Grounding System
        While wearing your gadgeteer harness you have resistance to lightning damage.

        \n
        \n

        QUICK START ENGINE

        \n

        Prerequisite: 5th level
        Prerequisite: Jet Pack
        You can now activate your Jet Pack as an object interaction rather than as a bonus action.

        \n
        \n

        RECYCLED ADRENALS

        \n

        You can augment a single adrenal to regain its charge. This adrenal can only be used by you, and it can only affect you. Once you’ve used this adrenal, you can’t use it again until you finish a short or long rest.

        \n
        \n

        RECYCLED EXPLOSIVES

        \n

        You can augment a single explosive to regain its charge. This explosive can only be used by you, and it uses your tech save DC instead of its own, unless its own DC would be higher. Once you’ve used this explosive, you can’t use it again until you finish a short or long rest.

        \n
        \n

        RECYCLED STIMPACS

        \n

        You can augment a single stimpac to regain its charge. This stimpac can only be used by you, and it can only affect you. Once you’ve used this stimpac, you can’t use it again until you finish a short or long rest.

        \n
        \n

        SENTRY TURRET

        \n

        You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn. If a creature would be targeted by more than one of these sentries, it only makes this saving throw once, taking an additional d4 damage for each sentry beyond the first.

        \n

        The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.

        \n
        \n

        SHOCKING HOOK

        \n

        Prerequisite: 9th level
        Prerequisite: Wrist-Mounted Grappling Hook
        After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

        \n

        Once you’ve used this feature, you can’t use it again until you recover the harpoon.

        \n
        \n

        STEALTH FIELD GENERATOR

        \n

        Prerequisite: 9th level
        You create an augmented belt that functions as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force- or tech- power.

        \n

        Once the belt has been activated, it can’t be activated again until you finish a short or long rest.

        \n
        \n

        SHOCKING BARRIER

        \n

        Prerequisite: 5th level
        You enhanced your barriers. Whenever a creature with one of your barriers active takes damage from a creature within 5 feet of it, the damaged creature can roll your Potent Aptitude die, dealing the result of the die as lightning damage to the creature that damaged it.

        \n
        \n

        TRUESIGHT GOGGLES

        \n

        Prerequisite: 11th level
        Prerequisite: Darkvision Goggles
        You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        WEAPON INTEGRATION

        \n

        You can integrate a single weapon that weighs no more than 8 lb. into your gadgeteer harness. While integrated, that weapon gains the hidden and fixed properties.

        \n
        \n

        WRIST-MOUNTED GRAPPLING HOOK

        \n

        You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

        \n

        A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

        \n

        While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

        \n

        Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6Sr3sIGSmzAIr5mW","name":"Battle Readiness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 10th level

        \n

        You have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"6SyXNLWcjSmB8Z0l","name":"Knowledge Unbound","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 20th level

        \n

        You are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"bCCzy3nnrcLBaZkg","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":4,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Knowledge Unbound","tint":"","transfer":true}]} +{"_id":"6VhggjCLnsuOPBiO","name":"Twin Saber Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, when you cast saber throw while wielding your forceblade, you can attack the same target multiple times.

        \n

        Additionally, when you deal damage to a creature within 30 feet of you with your forceblade, you can use your bonus action to teleport to within 5 feet of that creature and make a melee weapon attack against that creature. This attack uses your Kinetic Combat die instead of your weapon’s damage die. You can use this feature a number of times equal to your Wisdom or Charisma modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6Y9hwUuoPL64JXCv","name":"Emergency Planning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you’ve learned to formulate and execute a plan. As an action, you can choose up to six creatures (including yourself) that you can see within 60 feet of you. For each creature, choose one of the following: ability check, attack roll, or saving throw. Each creature gains an Emergency Planning die, which is a d8.

        \n

        Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw, as determined when you use this feature. The creature can wait until after it rolls the d20 before deciding to use the Emergency Planning die, but must decide before the GM says whether the roll succeeds or fails. Once the Emergency Planning die is rolled, it is lost.

        \n

        A creature can have only one Emergency Planning die at a time.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n

        Your Emergency Planning die changes when you reach certain levels in this class. to 1d10 at 13th level, and to 1d12 at 17th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6bY5UEP9vMlJjmvA","name":"Supreme Sneak","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren’t incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6dNqHrdwSTmPLbu8","name":"Turret Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you learn to apply your knowledge of artillery to construct your own portable turret.

        \n

        You start with a Small turret, which is detailed at the end of this technique. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finish your turret.

        \n

        If your turret is irreparably destroyed, you can spend an additional 500 cr worth of material and 8 hours to create a new turret. You may only have one turret companion at a time.

        \n

        Your turret has the following benefits:

        \n
          \n
        • Your turret has a remote control, which you can use to direct it on your turn while within 120 feet of it. Your turret takes no actions unless you tell it to or an upgrade says otherwise.
        • \n
        • Your turret’s level equals your scout level, and for each scout level you gain after 3rd, your turret companion gains an additional Hit Die and increases its hit points accordingly.
        • \n
        • Your turret has the proficiency bonus of a player character of the same level.
        • \n
        • Whenever you gain the Ability Score Improvement feature in this class, your turret’s abilities also improve. Your turret can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your turret can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
        • \n
        • Your turret is a valid target of the tracker droid interface tech power.
        • \n
        • When you would make a weapon attack, you can let your turret attack instead.
        • \n
        \n

        Your turret has two modes: deployed and undeployed. Your turret can take no actions while undeployed. You can deploy or undeploy your turret at any time on your turn (no action required), but the effect doesn’t occur until the start of your next turn.

        \n
        \n

        GENERATING YOUR TURRET

        \n

        Your turret is a portable companion that you can upgrade over time.

        \n

        Your turret uses your Intelligence, Wisdom, and Charisma scores. You assign your turret’s Strength, Dexterity, and Constitution scores using a limited standard array (16, 14, 12) as you see fit.

        \n
        \n

        TURRET FEATURES

        \n

        All turrets share the following traits.

        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d6 per turret companion level
        • \n
        • Hit Points at 1st Level: 6 + your turret’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d6 (or 4) + your turret’s Constitution modifier per turret level after 1st
        • \n
        \n

        RESISTANCES AND VULNERABILITIES

        \n
        \n
          \n
        • Turret Resistances: Your turret is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
        • \n
        • Turret Vulnerabilities: Your turret is vulnerable to ion damage. Additionally, your turret has disadvantage on saving throws against effects that would deal ion or lightning damage.
        • \n
        \n

        FEATURES

        \n
        \n
          \n
        • Armor Class: Your turret uses its Intelligence score for its Armor Class.
        • \n
        • Integrated Weaponry: Your turret has an integrated vibroweapon and blaster with which it can make weapon attacks. Neither weapon can be removed while your turret is not disabled. Your turret’s vibroweapon deals 1d8 kinetic damage on a hit. Your turret’s blaster has the ammunition (range 100/400) and reload 20 properties, and it deals 1d6 kinetic or energy damage on it a hit, depending on its loaded ammunition. It can use both slug cartridges and power cells for ammunition. Your turret can’t reload itself. You can choose which weapon your turret uses each time it attacks (no action required).
        • \n
        • Turret Upgrades: Your turret companion has four turret upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
        • \n
        • Size: Small
        • \n
        • Speed: Your turret has two modes: undeployed and deployed. While undeployed, your turret’s speed equals your own and it can take no actions. While deployed, your turret has a speed of 25 feet and can take actions.
        • \n
        • Type: Construct
        • \n
        \n

        TURRET UPGRADES

        \n

        If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.

        \n
        \n
        \n

        AUGMENTING BARRIER

        \n

        Prerequisite: 5th level
        As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, when damage is dealt by a tech power originating from inside the barrier against a target outside the barrier, that tech power gains a bonus to damage equal to half your Intelligence modifier (rounded up).

        \n

        This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        AUTORELOAD

        \n

        You can preload your turret’s blaster with additional ammunition. You can preload two additional power cells, or you can replace each power cell with 20 slug cartridges. Once on each of your turns, you can reload your turret without using an action. Once you’ve expended the preloaded ammunition, you can’t reload your turret’s blaster in this way again until you reload it with an action.

        \n
        \n

        CLIMBING TURRET

        \n

        Your turret gains a climbing speed equal to its deployed walking speed.

        \n
        \n

        CLOAKING BARRIER

        \n

        Prerequisite: 5th level
        As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, this barrier creates an area that is lightly obscured. Wisdom (Perception) checks that originate outside the barrier take a -10 penalty when attempting to detect anything inside the barrier.

        \n

        This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        DEPLOYMENT ACCELERATOR

        \n

        Your turret now deploys and undeploys instantly, but you can only do so once on each of your turns.

        \n
        \n

        DISGUISED TURRET

        \n

        Your turret can collapse into an innocuous looking container while undeployed. You have advantage on Charisma (Deception) checks to hide the nature of your turret while it is undeployed.

        \n
        \n

        HOVERING TURRET

        \n

        Your turret can hover 5 feet over the ground while deployed. It ignores difficult terrain while hovering in this way.

        \n
        \n

        INTEGRATED GRENADE LAUNCHER

        \n

        You integrate a grenade launcher into your turret.

        \n

        You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

        \n
        \n

        INTEGRATED PROJECTOR

        \n

        You integrate a vapor projector into your turret.

        \n

        You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

        \n
        \n

        INTEGRATED ROCKET LAUNCHER

        \n

        You integrate a rocket launcher into your turret.

        \n

        You can choose this upgrade multiple times. Each time you do so, the weapon’s reload number increases by 1.

        \n
        \n

        LONGBOW

        \n

        Your turret’s blaster’s range increases by 50/200. Additionally, when you cast a tech power with a range of 5 feet or greater, and your turret is the target of your tracker droid interface tech power, you can cast it as if you were in your turret’s space, and the range increases to 150 feet.

        \n
        \n

        PHALANX BARRIER

        \n

        Prerequisite: 5th level
        As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, ranged weapon attacks originating from outside the barrier that pass through it have disadvantage. Ranged weapon attacks originating from inside the barrier are unaffected.

        \n

        This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        RAM ATTACHMENT

        \n

        You integrate a battering ram into your turret. When your turret makes a Strength check to break down physical doors, it gains a bonus to the check, depending on its size. A Small turret gains a +1 bonus, a Medium turret gains a +2 bonus, and a Large turret gains a +5 bonus. You can help your turret, giving it advantage on the check.

        \n
        \n

        RECURRING ACTION

        \n

        Prerequisite: 9th level
        Your turret gains the ability to repeat attacks without direction. At the start of each of your turns, if your turret made an attack since the start of your previous turn, you can have it repeat its most recent attack (no action required). This attack targets the same space as the most recent attack made by your turret, regardless of whether or not a creature occupies that space.

        \n

        REJUVENATING BARRIER

        \n

        Prerequisite: 5th level
        As an action, you can reduce your turret’s speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret’s speed is reduced to 10 feet and has a 5-foot radius, a Medium turret’s speed is reduced to 5 feet and has a 10-foot radius, and a Large turret’s speed is to reduce to 0 and has a 15-foot radius. While active, friendly creatures that enter this barrier for the first time or start their turn there regain hit points equal to your Intelligence modifier, and gain temporary hit points equal to your Intelligence modifier. This feature can restore a creature to no more than half of its hit point maximum.

        \n

        This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        SENTRY

        \n

        You add an overwatch suite to your turret companion. When you cast the alarm tech power, you can choose to have your turret notified when the alarm is triggered. If you do so, when the alarm is triggered, your turret immediately makes a number of weapon attacks against the triggering creature up to your turret’s proficiency bonus. If multiple creatures trigger the alarm simultaneously, your turret targets each creature randomly.

        \n
        \n

        SIZE: LARGE

        \n

        Prerequisite: Size: Medium
        Your turret’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its vibroweapon and blaster damages increase to 1d12 and 1d10, respectively, and its deployed walking speed decreases to 15 feet.

        \n
        \n

        SIZE: MEDIUM

        \n

        Your turret’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its vibroweapon and blaster damages increase to 1d10 and 1d8, respectively, and its deployed walking speed decreases to 20 feet.

        \n
        \n

        SUPPRESSING FIRE

        \n

        Prerequisite: 11th level
        When a creature within 30 feet of you moves at least 5 feet, you can use your reaction to have your turret make a ranged weapon attack with its blaster against the creature. If the attack hits, the creature gains 1 slowed level until the start of your next turn.

        \n
        \n

        TURRET COVERAGE

        \n

        As an action, you can have your turret anchor itself to the ground or recover itself. While anchored, its speed is reduce to 0, it has resistance to energy and kinetic damage, and it provides cover to creatures within 5 feet of it, depending on its size. A Small turret provides one-quarter cover, a Medium turret provides half cover, and a Large turret provides three-quarters cover. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by your turret’s cover, your turret instead takes the damage.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6eMAnnFSy2Em1tyB","name":"Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you gain one of the following features.

        \n

        Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.

        \n
        \n

        AGGRESSIVE NEGOTIATIONS

        \n

        When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn’t already include that modifier.

        \n
        \n

        RELIABLE VIGOR

        \n

        If your total for a Strength check or saving throw is less than your guardian level, you can use your guardian level in place of the total.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6qm81RP5SF3fL6V7","name":"Blade Dance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6umG4Hsx9ZVkzWJK","name":"Aura of Conquest","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"6xJyPg0dy64TKDGQ","name":"Channel the Force (Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you gain one of the following Channel the Force options. Choose Smite for Vonil or Shield for Ishu.

        \n
        \n
        \n

        SMITE

        \n

        Once per turn, when your companion is within 10 feet of you and it hits a creature with a melee weapon attack, you can expend a use of your Channel the Force and expend force points to have your companion deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        \n
        \n

        SHIELD

        \n

        When your companion is hit by a weapon attack while within 10 feet of you, you can use your reaction to attempt to divert the attack. When you do so, the damage your companion takes from the attack is reduced by 1d10 + your Wisdom or Charisma modifier (your choice) + your guardian level.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6yrORGVIi0v9jqNx","name":"Force-Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to force the creature to make a Strength saving throw. On a failed save, it takes 2d6 force damage and is pushed up to 15 feet away from you. On a successful save, the creature only takes half as much damage and isn’t pushed.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"71QCe3z2oK1LlrrF","name":"Disarming Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"71u1CPfFOBP2UZgi","name":"Stillness of Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 7th level

        \n

        You can use your action or bonus action to end one effect on yourself that is causing you to be charmed or frightened.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"74fME4fE9ljQozFI","name":"Shoot First","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.

        \n

        Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"755MdQqExvHIKxVU","name":"Riposte","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[{"_id":"gYYZjf3dOHSCHNHb","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false,"macroRepeat":"none"}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","label":"Riposte","tint":"","transfer":false}]} +{"_id":"75l3fkh2X6MP7YQF","name":"Battlefield Survey","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, you become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"78p9F2BB4sD7ojAn","name":"Mark of the Stalker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while you are hidden from the target of your Ranger’s Quarry feature, the first attack roll you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are less than 30 feet from your target, the Dexterity (Stealth) check is made with disadvantage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7EFy4psVKFV8Txr5","name":"Path of the Echani","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.

        \n
        \n

        ECHANI WEAPONS

        \n

        Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this order’s features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.

        \n
        \n

        AGILE PARRY

        \n

        If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

        \n
        \n

        ECHANI'S SHOT

        \n

         You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7I2mlmAOF7bzSAId","name":"Techcasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

        \n

        At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"7Kt4wJmRTTfBfehB","name":"Feinting Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

        \n

         

        \n
        \n

        This manuever's vague wording would require a complex macro to fully implement so it's left unfinished.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} -{"_id":"7OeCPWLGtPieEOxx","name":"Shadow Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, you gain the ability to step from one shadow into another. While you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7RKRdFBSnqmcEgSH","name":"Vow of Spirit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"7TppyPEkrnorRw70","name":"Preternatural Counter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7cDCGTD6Zi8u9u8C","name":"Deceptive Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7cMRK9MsjCVJGzcE","name":"Ethereal Vision","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, you and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.

        \n

        Additionally, when you use your action to see through your spirit’s senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7f0fHaZm1rAQrPqj","name":"Unwavering Mark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

        \n

        In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.

        \n

        Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7kDUPPzg3zbMm02U","name":"Intercept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this order at 3rd level, you gain proficiency in vibroweapons with the thrown property and they become monk weapons for you. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

        \n
        \n

        Additionally, you’ve learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with which you are proficient, and a creature within your weapon’s normal thrown range is hit by a ranged attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Droid Companion (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 3rd, 11th, and 17th level

        \n

        You learn to employ all the knowledge you've accumulated to create, customise, and bond with your own droid companion.

        \n

        Create your droid companion as detailed in the Companions section of the Customisation Options document for Expanded Content. You must have astrotech's implements in order to create your droid.

        \n

        If your companion is irreparably destroyed, or you want a companion, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

        \n

        In addition to its traits and features, your droid companion gains additional benefits while it is bonded to you:

        \n
          \n
        • \n

          Your companion is a valid target of the tracker droid interface tech power.

          \n
        • \n
        • \n

          Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each companion trait in excess of your proficiency bonus, your force point maximum is reduced by 2. Over the course of a long rest, you can replace or remove a number of companion traits equal to half your Intelligence modifier (rounded up, minimum of one).

          \n
        • \n
        \n

        Lastly, while bonded and within 10 feet of you, your companion can cast the tech powers you know without expending tech points. If your companion casts an at will power in this way, it does not scale normally at higher levels. Instead, if it would scale at 5th level, it instead scales at 11th level, and if it would scale at 11th level, it instead scales at 17th level. If your companion casts a power of 2nd level or higher, it consumes a number of uses of this feature equal to that power’s level.

        \n

        At 11th level, your droid companion must be within 30 feet of you to benefit from this feature. At 17th level, your droid companion must be within 60 feet.

        \n

        You can use this feature a number of times equal to your proficiency bonus, as shown in the guardian table. You regain all expended uses when you finish a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"7mWMErtBsiUGr4Mm"} -{"_id":"7oDo92yMLpT66oRw","name":"Double Tap (Operative: Sharpshooter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you’ve learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7u4ivAWUJpqE9096","name":"Form Basics (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ataru lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7OeCPWLGtPieEOxx","name":"Shadow Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, you gain the ability to step from one shadow into another. While you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7RKRdFBSnqmcEgSH","name":"Vow of Spirit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"7TppyPEkrnorRw70","name":"Preternatural Counter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7cDCGTD6Zi8u9u8C","name":"Deceptive Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7cMRK9MsjCVJGzcE","name":"Ethereal Vision","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, you and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.

        \n

        Additionally, when you use your action to see through your spirit’s senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7f0fHaZm1rAQrPqj","name":"Unwavering Mark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

        \n

        In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.

        \n

        Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7kDUPPzg3zbMm02U","name":"Intercept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this order at 3rd level, you gain proficiency in vibroweapons with the thrown property and they become monk weapons for you. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

        \n
        \n

        Additionally, you’ve learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with which you are proficient, and a creature within your weapon’s normal thrown range is hit by a ranged attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7loKWWYNYlKyD1Ob","name":"Mesmer's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"7mWMErtBsiUGr4Mm","name":"Droid Companion (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 3rd, 11th, and 17th level

        \n

        You learn to employ all the knowledge you've accumulated to create, customise, and bond with your own droid companion.

        \n

        Create your droid companion as detailed in the Companions section of the Customisation Options document for Expanded Content. You must have astrotech's implements in order to create your droid.

        \n

        If your companion is irreparably destroyed, or you want a companion, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

        \n

        In addition to its traits and features, your droid companion gains additional benefits while it is bonded to you:

        \n
          \n
        • \n

          Your companion is a valid target of the tracker droid interface tech power.

          \n
        • \n
        • \n

          Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each companion trait in excess of your proficiency bonus, your force point maximum is reduced by 2. Over the course of a long rest, you can replace or remove a number of companion traits equal to half your Intelligence modifier (rounded up, minimum of one).

          \n
        • \n
        \n

        Lastly, while bonded and within 10 feet of you, your companion can cast the tech powers you know without expending tech points. If your companion casts an at will power in this way, it does not scale normally at higher levels. Instead, if it would scale at 5th level, it instead scales at 11th level, and if it would scale at 11th level, it instead scales at 17th level. If your companion casts a power of 2nd level or higher, it consumes a number of uses of this feature equal to that power’s level.

        \n

        At 11th level, your droid companion must be within 30 feet of you to benefit from this feature. At 17th level, your droid companion must be within 60 feet.

        \n

        You can use this feature a number of times equal to your proficiency bonus, as shown in the guardian table. You regain all expended uses when you finish a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"7oDo92yMLpT66oRw","name":"Double Tap (Operative: Sharpshooter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you’ve learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7u4ivAWUJpqE9096","name":"Form Basics (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ataru lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"8Ca7UULvxg0CJg0n","name":"Voodoo Doll: Burn","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

        \n

        Burn: The target must succeed on a Wisdom saving throw. On a failed save, the target believes it is burning. While burning in this way, the target has has disadvantage on attack rolls made with Strength or Dexterity. This effect lasts for 1 hour.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Action.webp","effects":[{"_id":"Ht6ABxFjQXwVvgrf","flags":{"core":{"statusId":"curse"},"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":3600,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/sun.svg","label":"Cursed: Voodoo Burn","tint":"","transfer":false}]} -{"_id":"8GhHyN7gwQWVQZNN","name":"Aberrant Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the resistance force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, this power no longer requires concentration for you when you target yourself with it.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8Pf5riC9RKGwLk7L","name":"Bonus Proficiencies (Engineer: Artificer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in artificer’s implements, and with the lightsaber simple lightweapon. Additionally, when you engage in crafting with artificer’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8a0uFLTBNeZWDHqO","name":"One With the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you extend your focus into your Echani weapons, granting you the following benefits.

        \n
        \n

        ENHANCED ECHANI WEAPONS

        \n

        Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

        \n
        \n

        DEFT STRIKE

        \n

        When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8c7Qdhh9vBX7Thxz","name":"Crimson Squall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you’ve learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus point to cause the area within 5 feet of you to become difficult terrain for 1 minute. This area travels with you, and creatures within the area can not make opportunity attacks.

        \n

        At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8GhHyN7gwQWVQZNN","name":"Aberrant Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the resistance force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, this power no longer requires concentration for you when you target yourself with it.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8Pf5riC9RKGwLk7L","name":"Bonus Proficiencies (Engineer: Artificer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in artificer’s implements, and with the lightsaber simple lightweapon. Additionally, when you engage in crafting with artificer’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8a0uFLTBNeZWDHqO","name":"One With the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you extend your focus into your Echani weapons, granting you the following benefits.

        \n
        \n

        ENHANCED ECHANI WEAPONS

        \n

        Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

        \n
        \n

        DEFT STRIKE

        \n

        When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8c7Qdhh9vBX7Thxz","name":"Crimson Squall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you’ve learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus point to cause the area within 5 feet of you to become difficult terrain for 1 minute. This area travels with you, and creatures within the area can not make opportunity attacks.

        \n

        At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"8d2b9T3Zxw49RGmR","name":"One With the Force (Monk: Whills)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 11th level, you learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your Wisdom or Charisma modifier (your choice, a minimum of one) within 30 feet of you when you were in this trance.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8m0voKhTkgLeitkp","name":"Debilitating Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to apply your anatomical knowledge in direct combat, in order to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to hinder the creature, provided they have the appropiate physiology.

        \n

        Some of your debilitating strikes require your target to make a saving throw to resist the debilitating strike’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Debilitating Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.

        \n
        \n
        \n

        BLEEDING WOUND

        \n

        You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target’s turns, it loses 1d6 hit points and repeats this saving throw, ending the effect on a success. This damage can’t be reduced in any way.

        \n
        \n

        CRIPPLING PAIN

        \n

        You attempt to cause cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of your next turn.

        \n
        \n

        HAMPERING SHOT

        \n

        You attempt to hamper the target’s movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level and it makes Dexterity saving throws with disadvantage until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8s1p8tD0y0e3Fcm6","name":"Master of Contention","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
        • \n
        • All melee attacks have disadvantage against you.
        • \n
        • Your melee weapon attacks inflict an additional damage die.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"8siCD9NgvKURO3WW","name":"Firestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

        \n
          \n
        • When making a ranged weapon attack while within 30 feet of your target, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
        • \n
        • When you use a blaster as an improvised weapon, you are considered proficient with it.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Exploit Weakness (Mastermind)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, your training has taught you to find and exploit weaknesses in your prey. As a bonus action, you can impose disadvantage on the next saving throw the target of your Ranger’s Quarry makes against an effect you control before the end of your next turn. Once you’ve done so, you must complete a short or long rest before you can do so again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"8z9FXsEARlNTDuDY"} -{"_id":"96o60BuVGiClsZuE","name":"Throw Anything","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a melee weapon that you have proficiency with, it gains the thrown property (range 20/60).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"99ZiZd6YHLW0LAxX","name":"Vow of Intuition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"9BJmcwaGqhzCUUsz","name":"Vow of Precision","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level

        \n

        Your critical hit range with unarmed strikes increases by 1.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"9L18fSxRtMWu0c5E","name":"Beast Companion (Scholar: Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to forge a powerful bond with your own personal beast companion.

        \n

        Choose your beast, which is detailed below. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

        \n

        If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

        \n
        \n

        Your beast gains a variety of benefits while it is bonded to you:

        \n
          \n
        • \n

          The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.

          \n
        • \n
        • \n

          Your beast’s level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.

          \n
        • \n
        • \n

          Your beast has the proficiency bonus of a player character of the same level.

          \n
        • \n
        • \n

          Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

          \n
        • \n
        • \n

          While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).

          \n
        • \n
        \n

        GENERATING YOUR BEAST

        \n

        Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

        \n

        Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

        \n
        \n

        BEAST FEATURES

        \n

        All beasts share the following traits.

        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d4 per beast companion level
        • \n
        • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
        • \n
        \n

        PROFICIENCIES

        \n
        \n
          \n
        • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
        • \n
        • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
        • \n
        • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
        • \n
        \n

        FEATURES

        \n
        \n
          \n
        • Armor Class: 10 + your beast’s Dexterity modifier
        • \n
        • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
        • \n
        • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
        • \n
        • Size: Tiny
        • \n
        • Speed: 20 ft.
        • \n
        • Type: Beast
        • \n
        \n

        BESTIAL TRAITS

        \n

        The traits are presented in alphabetical order.

        \n
        \n
        \n

        AERIAL

        \n

        Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

        \n
        \n

        AMPHIBIOUS

        \n

        Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

        \n
        \n

        BURROWER

        \n

        Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

        \n
        \n

        CHARGER

        \n

        If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

        \n
        \n

        CLIMBER

        \n

        Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        DARKVISION

        \n

        Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

        \n
        \n

        EVASIVE

        \n

        Your beast companion can take the Disengage action as a bonus action.

        \n
        \n

        FORCE ADEPT

        \n

        Prerequisite: Force Sensitive
        Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

        \n
        \n

        FORCE RESISTANCE

        \n

        Your beast companion has advantage on saving throws against force powers.

        \n
        \n

        FORCE-SENSITIVE

        \n

        Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

        \n
        \n

        GRAPPLER

        \n

        When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

        \n
        \n

        HEAVY HIDE

        \n

        Your beast companion’s armor class becomes 14.

        \n
        \n

        KEEN HEARING

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

        \n
        \n

        KEEN SIGHT

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n

        KEEN SMELL

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

        \n
        \n

        LIGHT HIDE

        \n

        Your beast companion’s armor class becomes 11 + its Dexterity modifier.

        \n
        \n

        MEDIUM HIDE

        \n

        Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

        \n
        \n

        NATURAL CAMOUFLAGE

        \n

        When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

        \n
        \n

        NIMBLE WEAPON

        \n

        Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

        \n
        \n

        PACK TACTICS

        \n

        Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

        \n
        \n

        POUNCER

        \n

        If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

        \n
        \n

        POWERFUL BUILD

        \n

        Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n

        RAMPAGER

        \n

        If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

        \n
        \n

        RANGED WEAPON

        \n

        Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        REACH WEAPON

        \n

        Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        SIZE: HUGE

        \n

        Prerequisite: Size Large
        Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

        \n
        \n

        SIZE: LARGE

        \n

        Prerequisite: Size Medium
        Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

        \n
        \n

        SIZE: MEDIUM

        \n

        Prerequisite: Size Small
        Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

        \n
        \n

        SIZE: SMALL

        \n

        Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

        \n
        \n

        STURDY-LEGGED

        \n

        Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

        \n
        \n

        SWIFT

        \n

        Your beast companion can take the Dash action as a bonus action.

        \n
        \n

        TREMORSENSE

        \n

        Your beast companion gains tremorsense out to 30 feet.

        \n
        \n

        VENOMOUS WEAPON

        \n

        When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"9NWkUxgMtOIo0qgh","name":"Motivating Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Intelligence modifier (rounded down).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"9NuNAt7XM4a8n426","name":"Mark of the Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when the target of your Ranger’s Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creature takes bonus damage equal to your Ranger’s Quarry Damage Die.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"9Rj0q3Pannh6qLnH","name":"Form Basics (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Sokan lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8m0voKhTkgLeitkp","name":"Debilitating Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to apply your anatomical knowledge in direct combat, in order to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to hinder the creature, provided they have the appropiate physiology.

        \n

        Some of your debilitating strikes require your target to make a saving throw to resist the debilitating strike’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Debilitating Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.

        \n
        \n
        \n

        BLEEDING WOUND

        \n

        You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target’s turns, it loses 1d6 hit points and repeats this saving throw, ending the effect on a success. This damage can’t be reduced in any way.

        \n
        \n

        CRIPPLING PAIN

        \n

        You attempt to cause cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of your next turn.

        \n
        \n

        HAMPERING SHOT

        \n

        You attempt to hamper the target’s movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level and it makes Dexterity saving throws with disadvantage until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8s1p8tD0y0e3Fcm6","name":"Master of Contention","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
        • \n
        • All melee attacks have disadvantage against you.
        • \n
        • Your melee weapon attacks inflict an additional damage die.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8siCD9NgvKURO3WW","name":"Firestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

        \n
          \n
        • When making a ranged weapon attack while within 30 feet of your target, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
        • \n
        • When you use a blaster as an improvised weapon, you are considered proficient with it.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"8z9FXsEARlNTDuDY","name":"Exploit Weakness (Mastermind)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, your training has taught you to find and exploit weaknesses in your prey. As a bonus action, you can impose disadvantage on the next saving throw the target of your Ranger’s Quarry makes against an effect you control before the end of your next turn. Once you’ve done so, you must complete a short or long rest before you can do so again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"96o60BuVGiClsZuE","name":"Throw Anything","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a melee weapon that you have proficiency with, it gains the thrown property (range 20/60).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"99ZiZd6YHLW0LAxX","name":"Vow of Intuition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"9BJmcwaGqhzCUUsz","name":"Vow of Precision","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level

        \n

        Your critical hit range with unarmed strikes increases by 1.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow 13","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"9L18fSxRtMWu0c5E","name":"Beast Companion (Scholar: Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to forge a powerful bond with your own personal beast companion.

        \n

        Choose your beast, which is detailed below. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

        \n

        If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

        \n
        \n

        Your beast gains a variety of benefits while it is bonded to you:

        \n
          \n
        • \n

          The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.

          \n
        • \n
        • \n

          Your beast’s level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.

          \n
        • \n
        • \n

          Your beast has the proficiency bonus of a player character of the same level.

          \n
        • \n
        • \n

          Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

          \n
        • \n
        • \n

          While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).

          \n
        • \n
        \n

        GENERATING YOUR BEAST

        \n

        Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

        \n

        Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

        \n
        \n

        BEAST FEATURES

        \n

        All beasts share the following traits.

        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d4 per beast companion level
        • \n
        • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
        • \n
        \n

        PROFICIENCIES

        \n
        \n
          \n
        • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
        • \n
        • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
        • \n
        • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
        • \n
        \n

        FEATURES

        \n
        \n
          \n
        • Armor Class: 10 + your beast’s Dexterity modifier
        • \n
        • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
        • \n
        • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
        • \n
        • Size: Tiny
        • \n
        • Speed: 20 ft.
        • \n
        • Type: Beast
        • \n
        \n

        BESTIAL TRAITS

        \n

        The traits are presented in alphabetical order.

        \n
        \n
        \n

        AERIAL

        \n

        Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

        \n
        \n

        AMPHIBIOUS

        \n

        Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

        \n
        \n

        BURROWER

        \n

        Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

        \n
        \n

        CHARGER

        \n

        If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

        \n
        \n

        CLIMBER

        \n

        Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        DARKVISION

        \n

        Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

        \n
        \n

        EVASIVE

        \n

        Your beast companion can take the Disengage action as a bonus action.

        \n
        \n

        FORCE ADEPT

        \n

        Prerequisite: Force Sensitive
        Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

        \n
        \n

        FORCE RESISTANCE

        \n

        Your beast companion has advantage on saving throws against force powers.

        \n
        \n

        FORCE-SENSITIVE

        \n

        Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

        \n
        \n

        GRAPPLER

        \n

        When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

        \n
        \n

        HEAVY HIDE

        \n

        Your beast companion’s armor class becomes 14.

        \n
        \n

        KEEN HEARING

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

        \n
        \n

        KEEN SIGHT

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n

        KEEN SMELL

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

        \n
        \n

        LIGHT HIDE

        \n

        Your beast companion’s armor class becomes 11 + its Dexterity modifier.

        \n
        \n

        MEDIUM HIDE

        \n

        Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

        \n
        \n

        NATURAL CAMOUFLAGE

        \n

        When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

        \n
        \n

        NIMBLE WEAPON

        \n

        Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

        \n
        \n

        PACK TACTICS

        \n

        Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

        \n
        \n

        POUNCER

        \n

        If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

        \n
        \n

        POWERFUL BUILD

        \n

        Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n

        RAMPAGER

        \n

        If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

        \n
        \n

        RANGED WEAPON

        \n

        Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        REACH WEAPON

        \n

        Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        SIZE: HUGE

        \n

        Prerequisite: Size Large
        Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

        \n
        \n

        SIZE: LARGE

        \n

        Prerequisite: Size Medium
        Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

        \n
        \n

        SIZE: MEDIUM

        \n

        Prerequisite: Size Small
        Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

        \n
        \n

        SIZE: SMALL

        \n

        Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

        \n
        \n

        STURDY-LEGGED

        \n

        Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

        \n
        \n

        SWIFT

        \n

        Your beast companion can take the Dash action as a bonus action.

        \n
        \n

        TREMORSENSE

        \n

        Your beast companion gains tremorsense out to 30 feet.

        \n
        \n

        VENOMOUS WEAPON

        \n

        When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9NWkUxgMtOIo0qgh","name":"Motivating Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Intelligence modifier (rounded down).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9NuNAt7XM4a8n426","name":"Mark of the Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when the target of your Ranger’s Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creature takes bonus damage equal to your Ranger’s Quarry Damage Die.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Sage Counsel","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You learn the guidance force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, this power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12).

        ","chat":"","unidentified":""},"requirements":"Path of Meditation: 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[],"_id":"9R95Tc3bIZfUZ7Sk"} +{"_id":"9Rj0q3Pannh6qLnH","name":"Form Basics (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Sokan lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"9S5WXTvLPUjhP6Qy","name":"Indomitable","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 9th level
        You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

        \n

        You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"9T88glTHwOsIq4RP","name":"Perfect Self","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 20th level

        \n

        You’ve gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"Rolled for initiative and have fewer than 6 focus points"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 20"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"QBKosnxhonmh7HdY","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Perfect Self","tint":"","transfer":true}]} -{"_id":"9WqFDIoxzXWbOsYD","name":"Forcecasting (Beguiler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        THE BEGUILER PRACTICE

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"9X6YtmYcL3tHOoGL","name":"Bonus Proficiencies (Engineer: Biochem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist’s kits, and poisoner’s kits. Additionally, when you engage in crafting with biochemist’s kits and poisoner’s kits, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"9oyy0MMqEws2qoil","name":"Ability Score Improvement (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"9T88glTHwOsIq4RP","name":"Perfect Self","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 20th level

        \n

        You’ve gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"Rolled for initiative and have fewer than 6 focus points"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 20"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"QBKosnxhonmh7HdY","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Perfect Self","tint":"","transfer":true}]} +{"_id":"9WqFDIoxzXWbOsYD","name":"Forcecasting (Beguiler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        THE BEGUILER PRACTICE

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9X6YtmYcL3tHOoGL","name":"Bonus Proficiencies (Engineer: Biochem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist’s kits, and poisoner’s kits. Additionally, when you engage in crafting with biochemist’s kits and poisoner’s kits, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9oyy0MMqEws2qoil","name":"Ability Score Improvement (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"9rYXdlFyt1WcN5KL","name":"Bad Feeling","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 3rd level

        \n

        You have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"9tOAuVZqKH9T3Adu","name":"Curse of Objurgation","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Occultist Pursuit: 3rd level

        \n

        When you target a creature with your Critical Analysis, you can choose one ability. While it can see you, the target has disadvantage on ability checks made with the chosen ability.

        \n

        You can use this feature a number of times equal to your proficiency bonus, as shown in the scholar table. You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"_id":"9yuZhwF1bwFRb1xj","name":"Dive for Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you learn to quickly move into cover when under fire. Once per round, when you are the target of a ranged attack, or you are subjected to an effect that allows you to make a Dexterity saving throw, and there is cover within 10 feet of you, you can move up to 10 feet (no action required). You must end this movement in cover.

        \n

        You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"A01Ne3M1XizO3m49","name":"Upper Hand","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

        \n

        Some of your upper hand techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

        \n
        \n
        \n

        BRUTAL HIT

        \n

        You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

        \n
        \n

        LOW BLOW

        \n

        You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

        \n
        \n

        SHANK SHOT

        \n

        You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"A3adZpDPMyLDiqqj","name":"Debilitating Barrage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you’ve gained the knowledge to temporarily inhibit a creature’s fortitude by striking a series of pressure points. Whenever you hit a creature with an unarmed strike, you can spend 3 focus points to cause the creature to become vulnerable to a damage type of your choice. This effect lasts for 1 minute or until they take damage of the chosen type.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"A4W8o8JAm3ghEdnq","name":"Vicious Hunting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, your beast companion’s strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"A4hDRsUlTRQxFwq4","name":"Focused Navigator","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"A8471DUw2PpOmFGi","name":"Control the Field","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AAIu6uSn4bW00mHp","name":"Chimeric Adaption","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.

        \n
        \n
        \n

        ASPECT OF THE TERENTATEK

        \n

        You gain proficiency in Wisdom and Charisma saving throws.

        \n

        Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).

        \n
        \n

        ASPECT OF THE RANCOR

        \n

        You gain proficiency in Strength and Constitution saving throws.

        \n

        Additionally, you gain immunity to the frightened condition,
        and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon’s damage.

        \n
        \n

        ASPECT OF THE VARACTYL

        \n

        You gain proficiency in Dexterity and Intelligence saving throws.

        \n

        Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can’t suffer from disadvantage, and creatures can’t have advantage on attack rolls against you.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AHnF54FJ2CIZCm0u","name":"Additional Fighting Style","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you can choose a second fighting style option.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AIPQfRUQTdR3unU6","name":"Imposter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least 1 minute studying these three components of the person’s behavior: listening to speech, examining handwriting, and observing mannerisms. If you can only study some of these aspects (such as only having writing samples, or only audio recordings), you can mimic that aspect of the person, but not other aspects you have not studied.

        \n

        Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AN9BrAR4d9f3fopu","name":"Force Purity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 6th level

        \n

        The Force flowing through you makes you immune to poison and disease.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[{"_id":"RyuvsTLrSFpG9pUQ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.ci.value","value":"poisoned","mode":2,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","label":"Force Purity","tint":"","transfer":true}]} -{"_id":"APoyxRAifvAM5Y6O","name":"Visions of the Past","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        \n

        Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

        \n

        Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AiDxbNfTgy2yiznn","name":"Hunting Party","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Aic1hLLhk3cIH4QI","name":"Master of Aggression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.
        • \n
        • When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AlQqDDigFMnrLi7h","name":"Quickdraw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you learn to perform miracles with just a blaster and some nerve. On your first turn in combat, if you aren’t surprised, you can use your action to attack creatures that have not yet acted. Choose up to six such creatures that you can see, making a ranged weapon attack against each. On a hit, you deal normal weapon damage and can apply a single trick shot to each attack made this way.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Au1ZMI2rNkielpDK","name":"Deft Hands","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.

        \n

        Some of your aerial maneuvers require your target to make a saving throw to resist the deft hand maneuver’s effects. The saving throw DC is as follows:

        \n
        \n

        Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier

        \n
        \n
        \n

        HINDER

        \n

        You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level until the end of its next turn and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

        \n
        \n

        PILFER

        \n

        You attempt to pick your target’s pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.

        \n
        \n

        TUMBLE

        \n

        You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"AxPXE2XkPSDhElLW","name":"Cover to Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, attack rolls made against you on your turn are made with disadvantage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"B2qE4c6O2D4uhKjl","name":"Tool Expertise","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Engineer: 2nd level
        You gain expertise in any tool proficiencies you gain from this class.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} +{"_id":"9yuZhwF1bwFRb1xj","name":"Dive for Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you learn to quickly move into cover when under fire. Once per round, when you are the target of a ranged attack, or you are subjected to an effect that allows you to make a Dexterity saving throw, and there is cover within 10 feet of you, you can move up to 10 feet (no action required). You must end this movement in cover.

        \n

        You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A01Ne3M1XizO3m49","name":"Upper Hand","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

        \n

        Some of your upper hand techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

        \n
        \n
        \n

        BRUTAL HIT

        \n

        You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

        \n
        \n

        LOW BLOW

        \n

        You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

        \n
        \n

        SHANK SHOT

        \n

        You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A3adZpDPMyLDiqqj","name":"Debilitating Barrage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you’ve gained the knowledge to temporarily inhibit a creature’s fortitude by striking a series of pressure points. Whenever you hit a creature with an unarmed strike, you can spend 3 focus points to cause the creature to become vulnerable to a damage type of your choice. This effect lasts for 1 minute or until they take damage of the chosen type.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A4W8o8JAm3ghEdnq","name":"Vicious Hunting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, your beast companion’s strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"A4hDRsUlTRQxFwq4","name":"Focused Navigator","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Experimental Infusion","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you target a creature with your Ranger's Quarry, you can grant one of the following additional effects of your choice:

        \n
          \n
        • Adrenaline/Tranquilizer. The creature's movement speed is doubled until the end of its next turn. Alternatively, it gains a level of slowed until the end of its next turn.
        • \n
        • Focus/Dizziness. The creature has either advantage or disadvantage (your choice) on the first ability check, attack roll, or saving throw it makes within the next minute.
        • \n
        • Toughen/Weaken. The creature gains temporary hit points equal to your scout level, which last for 1 minute. Alternatively, the creature must make a Constitution saving throw against your tech save DC. On a failure, it takes psychic damage equal to your scout level and it can't regain hit points until the start of your next turn.
        • \n
        \n

        You can use each feature once. You regain any expended uses when you complete a short or long rest.

        ","chat":"","unidentified":""},"requirements":"Triage Technique: 11","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[],"_id":"A6CWMDkqvQtEWL6L"} +{"_id":"A8471DUw2PpOmFGi","name":"Control the Field","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AAIu6uSn4bW00mHp","name":"Chimeric Adaption","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.

        \n
        \n
        \n

        ASPECT OF THE TERENTATEK

        \n

        You gain proficiency in Wisdom and Charisma saving throws.

        \n

        Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).

        \n
        \n

        ASPECT OF THE RANCOR

        \n

        You gain proficiency in Strength and Constitution saving throws.

        \n

        Additionally, you gain immunity to the frightened condition,
        and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon’s damage.

        \n
        \n

        ASPECT OF THE VARACTYL

        \n

        You gain proficiency in Dexterity and Intelligence saving throws.

        \n

        Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can’t suffer from disadvantage, and creatures can’t have advantage on attack rolls against you.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AHnF54FJ2CIZCm0u","name":"Additional Fighting Style","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you can choose a second fighting style option.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AIPQfRUQTdR3unU6","name":"Imposter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least 1 minute studying these three components of the person’s behavior: listening to speech, examining handwriting, and observing mannerisms. If you can only study some of these aspects (such as only having writing samples, or only audio recordings), you can mimic that aspect of the person, but not other aspects you have not studied.

        \n

        Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AN9BrAR4d9f3fopu","name":"Force Purity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 6th level

        \n

        The Force flowing through you makes you immune to poison and disease.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 6","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[{"_id":"RyuvsTLrSFpG9pUQ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.ci.value","value":"poisoned","mode":2,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","label":"Force Purity","tint":"","transfer":true}]} +{"_id":"APoyxRAifvAM5Y6O","name":"Visions of the Past","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        \n

        Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

        \n

        Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AiDxbNfTgy2yiznn","name":"Hunting Party","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Aic1hLLhk3cIH4QI","name":"Master of Aggression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.
        • \n
        • When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AlQqDDigFMnrLi7h","name":"Quickdraw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you learn to perform miracles with just a blaster and some nerve. On your first turn in combat, if you aren’t surprised, you can use your action to attack creatures that have not yet acted. Choose up to six such creatures that you can see, making a ranged weapon attack against each. On a hit, you deal normal weapon damage and can apply a single trick shot to each attack made this way.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Au1ZMI2rNkielpDK","name":"Deft Hands","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.

        \n

        Some of your aerial maneuvers require your target to make a saving throw to resist the deft hand maneuver’s effects. The saving throw DC is as follows:

        \n
        \n

        Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier

        \n
        \n
        \n

        HINDER

        \n

        You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level until the end of its next turn and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

        \n
        \n

        PILFER

        \n

        You attempt to pick your target’s pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.

        \n
        \n

        TUMBLE

        \n

        You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"AxPXE2XkPSDhElLW","name":"Cover to Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, attack rolls made against you on your turn are made with disadvantage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"B2qE4c6O2D4uhKjl","name":"Tool Expertise","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Engineer: 2nd level
        You gain expertise in any tool proficiencies you gain from this class.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} {"_id":"B2yy36IjZoHpIgt0","name":"Adaptable Applications","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, when you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level (rounded down).

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Sweeping Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"B9JAWo9BOf5l3dZ0"} -{"name":"Perfect Maneuver (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 15th level

        \n

        When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"BIfSxmrhI8qKeFmV"} -{"_id":"BRBH43RkRagKLCD7","name":"Quickened Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"BUng2mQdd2qTOn2J","name":"Commander's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in medium armor.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"BkRPPgKPeYTvz71N","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Commander's Exploit","tint":"","transfer":true}]} -{"_id":"Bk4IMdLkT2sP8JJG","name":"Forcecasting (Monk: Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus +your forcecasting ability modifier

        \n

         

        \n

        THE AING-TII ORDER

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Bk7Jrs3QNtMChqPa","name":"Isolate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"BlmqGxytNKaCemTb","name":"Vow of Freedom","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"BoUKWKXObZsOR6If","name":"Mark of the Artillerist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger’s Quarry, you can roll your Ranger’s Quarry die and add it to the damage roll.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"BuYICkux4graA2wP","name":"Disruptive Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, when you are the target of a ranged attack, and the source is within range of your saber throw force power, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage using your Kinetic Combat die instead of the weapon’s damage die and you impose disadvantage on the triggering attack roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"B9JAWo9BOf5l3dZ0","name":"Sweeping Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"BIfSxmrhI8qKeFmV","name":"Perfect Maneuver (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 15th level

        \n

        When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"BRBH43RkRagKLCD7","name":"Quickened Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"BUng2mQdd2qTOn2J","name":"Commander's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in medium armor.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"BkRPPgKPeYTvz71N","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Commander's Exploit","tint":"","transfer":true}]} +{"_id":"Bk4IMdLkT2sP8JJG","name":"Forcecasting (Monk: Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus +your forcecasting ability modifier

        \n

         

        \n

        THE AING-TII ORDER

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Bk7Jrs3QNtMChqPa","name":"Isolate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"BlmqGxytNKaCemTb","name":"Vow of Freedom","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"BoUKWKXObZsOR6If","name":"Mark of the Artillerist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger’s Quarry, you can roll your Ranger’s Quarry die and add it to the damage roll.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"BuYICkux4graA2wP","name":"Disruptive Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, when you are the target of a ranged attack, and the source is within range of your saber throw force power, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage using your Kinetic Combat die instead of the weapon’s damage die and you impose disadvantage on the triggering attack roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"C2RNF2QF8YETIN9a","name":"Cunning Action","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 2nd level

        \n

        Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"C2tFIVeIbeqjbUpk","name":"Careful Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"C5m7AvcNqJiFAi5P","name":"Form Basics (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shien/Djem So lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CJuUHZlFy4eF40B5","name":"Mark of the Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, on your turn, when you deal damage to the target of your Ranger’s Quarry, and either you, your weapon, or the source of your damage have passed through your portals on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you’d rolled half the maximum on the damage die. You can only affect a number of dice up to half your Intelligence modifier (rounded up, minimum of one) in this way.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CT1EKxMq7XkNmKDB","name":"Relentless Assault (Monk: Kyuzo)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, when you make multiple weapon attacks with thrown weapons against the same target on your turn, each attack after the first gains a +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CVjLxp8kGxZCNrS8","name":"Growing Momentum","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can cast the burst of speed force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CX7c2sq6wfgEYhpV","name":"Clumsy Sway","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can move in sudden, swaying ways. You gain the following benefits.

        \n
        \n

        Leap to Your Feet

        \n

        When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

        \n
        \n

        Redirect Attack

        \n

        When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CXdc4zrwfnZVGnAK","name":"Instant Acceleration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level you reach the pinnacle of your training, moving faster than eyes or most sensors can track. When you use Action Surge feature, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Cid5ujSdnooH0vMm","name":"Tracker's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level
        You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CmoydMRbZqwp2VN5","name":"Defensive Tactics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you gain one of the following features of your choice.

        \n
        \n
        \n

        ESCAPE THE HORDE

        \n

        Opportunity attacks against you are made with disadvantage.

        \n
        \n

        MULTIATTACK DEFENSE

        \n

        When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

        \n
        \n

        STEEL WILL

        \n

        You have advantage on saving throws against being frightened.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"CnVQJRpnRpsY0OFA","name":"Final Countdown","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point. If you do so, each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 10 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"C2tFIVeIbeqjbUpk","name":"Careful Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"C5m7AvcNqJiFAi5P","name":"Form Basics (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shien/Djem So lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CJuUHZlFy4eF40B5","name":"Mark of the Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, on your turn, when you deal damage to the target of your Ranger’s Quarry, and either you, your weapon, or the source of your damage have passed through your portals on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you’d rolled half the maximum on the damage die. You can only affect a number of dice up to half your Intelligence modifier (rounded up, minimum of one) in this way.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CT1EKxMq7XkNmKDB","name":"Relentless Assault (Monk: Kyuzo)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, when you make multiple weapon attacks with thrown weapons against the same target on your turn, each attack after the first gains a +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CVjLxp8kGxZCNrS8","name":"Growing Momentum","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can cast the burst of speed force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CX7c2sq6wfgEYhpV","name":"Clumsy Sway","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can move in sudden, swaying ways. You gain the following benefits.

        \n
        \n

        Leap to Your Feet

        \n

        When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

        \n
        \n

        Redirect Attack

        \n

        When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CXdc4zrwfnZVGnAK","name":"Instant Acceleration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level you reach the pinnacle of your training, moving faster than eyes or most sensors can track. When you use Action Surge feature, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Cid5ujSdnooH0vMm","name":"Tracker's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level
        You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CmoydMRbZqwp2VN5","name":"Defensive Tactics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you gain one of the following features of your choice.

        \n
        \n
        \n

        ESCAPE THE HORDE

        \n

        Opportunity attacks against you are made with disadvantage.

        \n
        \n

        MULTIATTACK DEFENSE

        \n

        When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

        \n
        \n

        STEEL WILL

        \n

        You have advantage on saving throws against being frightened.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"CnVQJRpnRpsY0OFA","name":"Final Countdown","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point. If you do so, each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 10 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Cs1w1VQtleVIrrIn","name":"Potent Aptitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Engineer: 1st level
        Your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

        \n

        Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

        \n

        A creature can have only one Potent Aptitude die at a time.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Bonus.webp","effects":[]} -{"_id":"CwGDUo8eoohFesJx","name":"Disruptive Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you hit a creature that is concentrating on a power with your modified lightsaber, the creature has disadvantage on the Constitution saving throw to maintain concentration. Additionally, on a failed save, the creature immediately takes psychic damage equal to your engineer level + your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Cx9JxWK5jOf19IUQ","name":"You Have That Power Too","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, the bond between you and your companion has strengthened. When your companion is within 10 feet of you, and either you or your companion casts a force power that would affect only one of you, you can instead have it affect both.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"D1da9OmAYYMq59gg","name":"Ion Pulse","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid’s Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"D2dpEvNZhLDsArYf","name":"Tornado","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

        \n

        You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"D3B5ASfcxCsFbpj1","name":"The Way of the Rancor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack. Additionally, for the duration, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"D57C2zBfdLIZCe7s","name":"Prismatic Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

        \n

        If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"D58MeVMuebapihem","name":"Regenerative Shielding","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"DCz99P3FezIv9TqP","name":"Explosive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while raging, you gain the following benefits:

        \n
          \n
        • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
        • \n
        • You add your rage damage to damage rolls from ranged weapon attacks using Strength. You may only apply your rage damage to one target when you use the burst property.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Distracting Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"jQiKudRHpZIjEMp2","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Distracted","tint":"","transfer":false}],"_id":"DF8TcQUMkNTel0Br"} +{"_id":"CwGDUo8eoohFesJx","name":"Disruptive Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you hit a creature that is concentrating on a power with your modified lightsaber, the creature has disadvantage on the Constitution saving throw to maintain concentration. Additionally, on a failed save, the creature immediately takes psychic damage equal to your engineer level + your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Cx9JxWK5jOf19IUQ","name":"You Have That Power Too","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, the bond between you and your companion has strengthened. When your companion is within 10 feet of you, and either you or your companion casts a force power that would affect only one of you, you can instead have it affect both.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D1da9OmAYYMq59gg","name":"Ion Pulse","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid’s Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D2dpEvNZhLDsArYf","name":"Tornado","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

        \n

        You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D3B5ASfcxCsFbpj1","name":"The Way of the Rancor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack. Additionally, for the duration, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D57C2zBfdLIZCe7s","name":"Prismatic Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

        \n

        If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"D58MeVMuebapihem","name":"Regenerative Shielding","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DCz99P3FezIv9TqP","name":"Explosive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while raging, you gain the following benefits:

        \n
          \n
        • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
        • \n
        • You add your rage damage to damage rolls from ranged weapon attacks using Strength. You may only apply your rage damage to one target when you use the burst property.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DF8TcQUMkNTel0Br","name":"Distracting Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"jQiKudRHpZIjEMp2","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Distracted","tint":"","transfer":false}]} {"_id":"DGgQ1WdsJouXHtxF","name":"Vow of Requital","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level

        \n

        When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Reaction.webp","effects":[]} -{"name":"Bonus Proficiencies (Guardian: Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 3rd level

        \n

        You gain proficiency in astrotech's implements and the Technology skill.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[{"_id":"n0x6c3BjVqluG5kv","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"Astrotech's Implements","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","label":"Bonus Proficiencies (Guardian: Aqinos)","tint":"","transfer":true}],"_id":"DNYypXp07cCJYC1T"} -{"_id":"DOR6WSQLFSFTURno","name":"Sneak Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 1st level

        \n

        You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon.

        \n

        You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

        \n

        The amount of the extra damage increases as you gain levels in this class, as shown in the table below.

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelSneak Attack
        1st1d6
        2nd1d6
        3rd2d6
        4th2d6
        5th3d6
        6th3d6
        7th4d6
        8th4d6
        9th5d6
        10th5d6
        11th6d6
        12th6d6
        13th7d6
        14th7d6
        15th8d6
        16th8d6
        17th9d6
        18th9d6
        19th10d6
        20th10d6
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"DNYypXp07cCJYC1T","name":"Bonus Proficiencies (Guardian: Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 3rd level

        \n

        You gain proficiency in astrotech's implements and the Technology skill.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[{"_id":"n0x6c3BjVqluG5kv","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"Astrotech's Implements","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","label":"Bonus Proficiencies (Guardian: Aqinos)","tint":"","transfer":true}]} +{"_id":"DOR6WSQLFSFTURno","name":"Sneak Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 1st level

        \n

        You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon.

        \n

        You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

        \n

        The amount of the extra damage increases as you gain levels in this class, as shown in the table below.

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelSneak Attack
        1st1d6
        2nd1d6
        3rd2d6
        4th2d6
        5th3d6
        6th3d6
        7th4d6
        8th4d6
        9th5d6
        10th5d6
        11th6d6
        12th6d6
        13th7d6
        14th7d6
        15th8d6
        16th8d6
        17th9d6
        18th9d6
        19th10d6
        20th10d6
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"DVBWZvttZhH2ZECU","name":"Straight Through","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Fighter: Heavy 10"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"DfcV6ep6pokDQmlk","name":"Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you choose a maneuver you know from this class as your signature maneuver. Whenever you use that maneuver, you can use it without expending a Superiority Dice. You may only use this feature once per round.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"DlYiCiG39R0goG9u","name":"Llothcat's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        While you're raging, other creatures have disadvantage on opportunity attack rolls against you, and you can also use the Dash action as a bonus action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"DuckPKni4u8oONVl","name":"Staggering Stratagem","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"DxPXLhKth1RoxabZ","name":"Form Basics (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Juyo/Vapaad lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DfcV6ep6pokDQmlk","name":"Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you choose a maneuver you know from this class as your signature maneuver. Whenever you use that maneuver, you can use it without expending a Superiority Dice. You may only use this feature once per round.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DlYiCiG39R0goG9u","name":"Llothcat's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        While you're raging, other creatures have disadvantage on opportunity attack rolls against you, and you can also use the Dash action as a bonus action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DuckPKni4u8oONVl","name":"Staggering Stratagem","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"DxPXLhKth1RoxabZ","name":"Form Basics (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Juyo/Vapaad lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"E2udC6wpGwnihK6M","name":"Projected Barrier (Consular: Balance)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"E67Bd24TAx1TYKOn","name":"Quantum Entanglement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter’s range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature instead falls prone without moving.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ECFvPwnnPH2U6Muj","name":"Bonus Proficiencies (Guardian: Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Heads Up (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"a friendly creature who can see or hear you makes a saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"EEvY0sje0iabXRSa"} -{"_id":"EG0jeAxDE6oyzQez","name":"Mighty Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"EPGAauN1vsRbA4lV","name":"Forcecasting (Berserker: Marauder)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you have derived powers from your primal connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Marauder Approach Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your berserker level, as shown in the Force Points column of the Marauder Approach Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Marauder Approach Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ERwe3KxzfhCnh70G","name":"Empty Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 18th level

        \n

        You can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":4},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[{"_id":"Fu1VnuXgaWU3DgFo","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.traits.dr.value","value":"acid","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"energy","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"fire","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"ion","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"kinetic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"lightning","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"sonic","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","label":"Empty Body","tint":"","transfer":false}]} -{"_id":"ERxkgOiObTWTw3e4","name":"Vow of The Open Mind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.wis.mod,@abilities.cha.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[]} -{"_id":"ESaIFP1ov25wZCMi","name":"Unarmored Defense (Monk)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 1st level
        While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Monk 1"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"KeWz3GeHwI91jzW8","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":"max(@abilities.wis.mod, @abilities.cha.mod)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Defense","tint":"","transfer":true}]} -{"_id":"EfJ4aU0mNUVGYHbd","name":"Bladestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you can use your action to make a single melee weapon attack against each creature within your reach. Make a separate attack roll against each target. The first attack gains a +1 bonus to its attack roll, and each attack after the first gains an additional +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6. If you are wielding two light- or vibro-weapons, or a weapon with the double property, you also add this bonus to your damage rolls, and you can use your bonus action to engage in Double- or Two-Weapon Fighting.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Ek37RSvjDaJp3MkR","name":"Lucky Number 7","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain a superiority die. You can not have more superiority dice than the amount shown in the Superiority Dice column of the scholar table.

        \n

        When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"EmiCBDAZDJcTTBfb","name":"The Way of the Hydra","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, as a bonus action, you can enter a synchronized stance with your companion for 1 minute, as long as your companion is within 10 feet of you. While in this stance, once per turn, when you hit a creature with an attack, your companion has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when your companion hits a creature with an attack, you have advantage on the next attack you make against the same target before the end of your next turn.

        \n

        This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 10 feet away from you. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"F2YSxjXkd8Lilvmu","name":"Damage Absorption","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"F2rWFG8dQ3ftwCZ7","name":"Kinetic Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, you can extend your Kinetic Ward to a creature within 5 feet of you when they are hit by a melee weapon attack. If this damage is not reduced to 0, the warded creature takes any remaining damage.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"F39XcNVEfV9FHhuq","name":"Force Carving","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you have unlocked more control over the Force, allowing you to choose wisely who it affects. When you cast a force power that affects other creatures that you can see, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"F4I387qfbiqbeaOO","name":"Techcasting (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

        \n

        You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FB9K10grUZqO3GJz","name":"Vow of Fortitude","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level

        \n

        You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"FI0WoZIEr8HBzXRA","name":"Adaptable Intellectual","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 18th level

        \n

        You are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} -{"_id":"FM20QrLGK4qb1mbb","name":"Personal Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.

        \n

        Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

        \n

        While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.

        \n

        Additionally, for as long as your barrier has hit points, you gain the following benefits:

        \n
          \n
        • You are considered proficient in Constitution saving throws for the purpose of maintaining concentration on tech powers.
        • \n
        • Hostile creatures that hit you with melee attacks take energy damage equal to your Intelligence modifier (minimum of 1).
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"E67Bd24TAx1TYKOn","name":"Quantum Entanglement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter’s range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature instead falls prone without moving.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ECFvPwnnPH2U6Muj","name":"Bonus Proficiencies (Guardian: Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EEvY0sje0iabXRSa","name":"Heads Up (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"a friendly creature who can see or hear you makes a saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} +{"_id":"EG0jeAxDE6oyzQez","name":"Mighty Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EPGAauN1vsRbA4lV","name":"Forcecasting (Berserker: Marauder)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you have derived powers from your primal connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Marauder Approach Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your berserker level, as shown in the Force Points column of the Marauder Approach Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Marauder Approach Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EPhvB41gDEI8Yww4","name":"In the Spotlight","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Exhibition Specialist: 3rd level

        \n

        You can overwhelm an opponent with your unique blend of skill and style. As a bonus action, you can choose one creature you can see within 30 feet of you. The target is marked for 1 minute. While the target is marked, you gain the following benefits:

        \n
          \n
        • You can add half your Charisma modifier (minimum of one) to any weapon damage roll you make against the marked target that doesn't already include that modifier.
        • \n
        • Your critical hit range against the marked target increases by 1.
        • \nIf the marked target is reduced to 0 hit points, you regain hit points equal to your fighter level + your Charisma modifier (minimum of 1).
        \n

        This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Bonus.webp","effects":[]} +{"_id":"ERwe3KxzfhCnh70G","name":"Empty Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 18th level

        \n

        You can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":4},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[{"_id":"Fu1VnuXgaWU3DgFo","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.traits.dr.value","value":"acid","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"energy","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"fire","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"ion","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"kinetic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"lightning","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"sonic","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","label":"Empty Body","tint":"","transfer":false}]} +{"_id":"ERxkgOiObTWTw3e4","name":"Vow of The Open Mind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.wis.mod,@abilities.cha.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[]} +{"_id":"ESaIFP1ov25wZCMi","name":"Unarmored Defense (Monk)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 1st level
        While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Monk 1","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"KeWz3GeHwI91jzW8","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":"max(@abilities.wis.mod, @abilities.cha.mod)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Defense","tint":"","transfer":true}]} +{"_id":"EfJ4aU0mNUVGYHbd","name":"Bladestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you can use your action to make a single melee weapon attack against each creature within your reach. Make a separate attack roll against each target. The first attack gains a +1 bonus to its attack roll, and each attack after the first gains an additional +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6. If you are wielding two light- or vibro-weapons, or a weapon with the double property, you also add this bonus to your damage rolls, and you can use your bonus action to engage in Double- or Two-Weapon Fighting.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Ek37RSvjDaJp3MkR","name":"Lucky Number 7","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain a superiority die. You can not have more superiority dice than the amount shown in the Superiority Dice column of the scholar table.

        \n

        When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"EmiCBDAZDJcTTBfb","name":"The Way of the Hydra","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, as a bonus action, you can enter a synchronized stance with your companion for 1 minute, as long as your companion is within 10 feet of you. While in this stance, once per turn, when you hit a creature with an attack, your companion has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when your companion hits a creature with an attack, you have advantage on the next attack you make against the same target before the end of your next turn.

        \n

        This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 10 feet away from you. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F2YSxjXkd8Lilvmu","name":"Damage Absorption","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F2rWFG8dQ3ftwCZ7","name":"Kinetic Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, you can extend your Kinetic Ward to a creature within 5 feet of you when they are hit by a melee weapon attack. If this damage is not reduced to 0, the warded creature takes any remaining damage.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F39XcNVEfV9FHhuq","name":"Force Carving","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you have unlocked more control over the Force, allowing you to choose wisely who it affects. When you cast a force power that affects other creatures that you can see, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"F4I387qfbiqbeaOO","name":"Techcasting (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 2nd level

        \n

        You have derived powers from schematics with the aid of your wristpad. See chapter 10 or the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

        \n

        You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5) as a tech focus for your tech powers.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"FB9K10grUZqO3GJz","name":"Vow of Fortitude","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level

        \n

        You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"FI0WoZIEr8HBzXRA","name":"Adaptable Intellectual","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 18th level

        \n

        You are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"FM20QrLGK4qb1mbb","name":"Personal Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.

        \n

        Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

        \n

        While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.

        \n

        Additionally, for as long as your barrier has hit points, you gain the following benefits:

        \n
          \n
        • You are considered proficient in Constitution saving throws for the purpose of maintaining concentration on tech powers.
        • \n
        • Hostile creatures that hit you with melee attacks take energy damage equal to your Intelligence modifier (minimum of 1).
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"FQNb2jEnIpiXWDSV","name":"Stealth's Exploit - Aim","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"FRRrkJRxhZgCPWc5","name":"Extra Attack (Copy)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 5th level
        You can attack twice, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"FUZ9odAGALk33wGh","name":"Cybertech Contraptions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can modify your wristpad. You must have a wristpad and cybertech’s implements in order to perform this modification.

        \n

        Your wristpad requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        CYBERTECH MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ADVANCED BIOTIC AMPLIFIER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Biotic Amplifier
        You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can’t exceed the number of hit points regained.

        \n
        \n

        ADVANCED CORROSIVE AMPLIFIER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Corrosive Amplifier
        You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.

        \n
        \n

        ADVANCED CRYO AMPLIFIER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Cryo Amplifier
        You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.

        \n
        \n

        ADVANCED EXPLOSIVE AMPLIFIER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Explosive Amplifier
        You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.

        \n
        \n

        ARAKYD VECTOR

        \n

        Prerequisite: 5th level
        While using your wristpad as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        AUGMENTED EXPLOSIVE

        \n

        You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you’ve activated an explosive, it can’t be activated again until you finish a short or long rest.

        \n

        You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.

        \n
        \n

        BELASCO DYNAMICS

        \n

        Prerequisite: 5th level
        While using your wristpad as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        BIOTIC AMPLIFIER

        \n

        You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can’t exceed the number of hit points restored.

        \n

        You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

        \n
        \n

        CLIMBING GLOVES

        \n

        You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        CORROSIVE AMPLIFIER

        \n

        You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.

        \n

        You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        CRYO AMPLIFIER

        \n

        You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.

        \n

        You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        DARKVISION GOGGLES

        \n

        You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

        \n
        \n

        EXPLOSIVE AMPLIFIER

        \n

        You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.

        \n

        You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        IMAGING AMPLIFIER

        \n

        You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack’s target to a duplicate.

        \n

        You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        JET BOOTS

        \n

        Prerequisite: 7th level
        You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.

        \n

        The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can’t be activated again until you finish a short or long rest.

        \n
        \n

        MECHANICAL ARM

        \n

        You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

        \n

        You can choose this modification twice.

        \n
        \n

        PROTOTYPE BIOTIC AMPLIFIER

        \n

        Prerequisite: 7th level
        Prerequisite: Biotic Amplifier
        You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can’t exceed the number of hit points regained.

        \n
        \n

        PROTOTYPE CORROSIVE AMPLIFIER

        \n

        Prerequisite: 7th level
        Prerequisite: Corrosive Amplifier
        You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.

        \n
        \n

        PROTOTYPE CRYO AMPLIFIER

        \n

        Prerequisite: 7th level
        Prerequisite: Cryo Amplifier
        You fine tune your Cryo Amplifier. When you activate this amplifier, the creature gains 1 slowed level until the end of your next turn.

        \n
        \n

        PROTOTYPE EXPLOSIVE AMPLIFIER

        \n

        Prerequisite: 7th level
        Prerequisite: Explosive Amplifier
        You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature

        \n

        takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

        \n
        \n

        POWERED GRAPPLING HOOK

        \n

        Prerequisite: 9th level
        Prerequisite: Wrist-Mounted Grappling Hook
        While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

        \n
        \n

        SENTRY TURRET

        \n

        You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn.

        \n

        The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.

        \n
        \n

        TRUESIGHT GOGGLES

        \n

        Prerequisite: 11th level
        Prerequisite: Darkvision Goggles
        You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        WRIST-MOUNTED GRAPPLING HOOK

        \n

        You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

        \n

        A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

        \n

        While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

        \n

        Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FWa4glBf9vs5iW3Z","name":"Smooth Rhythm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FZRJYmLnbF0tIoAK","name":"Reliable Talent","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 11th level

        \n

        You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"nbAa0ZtQHkhO3sK8","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.sw5e.reliableTalent","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Reliable Talent","tint":"","transfer":true}]} -{"_id":"FaWspZu3NJBAI3FS","name":"At-Will Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FbSpxpXm1xONn0na","name":"Acklay's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        While raging, you have advantage on Constitution saving throws.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"FfhvDw5qQshfmWgv","name":"Vow of The Sentry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"T6Cf7gUEeJIOMspJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Vow of the Sentry","tint":"","transfer":true}]} -{"_id":"Fgf59MnnITFoccIZ","name":"Additional Maneuvers (Scholar: Geneticist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the changes your body has undergone. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        ACID BURST

        \n

        When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.

        \n
        \n

        CHARGING ATTACK

        \n

        If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

        \n
        \n

        ELECTRICAL DISCHARGE

        \n

        When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.

        \n
        \n

        RAMPAGE

        \n

        When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.

        \n
        \n

        UNRELENTING GRASP

        \n

        When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

        \n
        \n

        VENOMOUS SLASH

        \n

        When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FgzDinvrDELxPNhc","name":"Improved Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

        \n
        \n

        IMPROVED MANEUVERS

        \n

        You know four maneuvers of your choice, instead of two, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.

        \n
        \n

        IMPROVED SUPERIORITY DICE

        \n

        You have four superiority dice, instead of two, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.

        \n
        \n

        THE TACTICAL SPECIALIST

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelSuperiority DiceManeuvers Known
        3rd44
        4th44
        5th44
        6th44
        7th66
        8th66
        9th66
        10th66
        11th88
        12th88
        13th88
        14th88
        15th1010
        16th1010
        17th1010
        18th1010
        19th1010
        20th1010
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Adaptive Calibration","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 15th level

        \n

        When you reduce a hostile creature to 0 hit points with a tech power, or you restore hit points to a friendly creature that is at 0 hit points with a tech power, you regain an expended use of your Channel the Force, and you gain temporary force points equal to the power's level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"Fkt4cHRpLf7RZ9Cc"} -{"_id":"FmMAwvAS1CYxbJoQ","name":"Unstoppable Force (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FouRyvPDgamUwzuh","name":"Curved Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you can curve your throws behind cover. When you make an attack roll with a weapon with the thrown property, you can spend 1 focus point to cause the target to gain no benefit from shields or cover, unless that cover is full cover.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FunIeNcKviL8ilS8","name":"Lethal Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.

        \n

        Some of your lethal strikes require your target to make a saving throw to resist the lethal strike’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Lethal Strike save DC = 8 + your proficiency bonus + your Dexterity modifier

        \n
        \n
        \n

        PRIMING ATTACK

        \n

        You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.

        \n
        \n

        TARGET ASSESSMENT

        \n

        You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:

        \n
          \n
        • Highest ability score
        • \n
        • Lowest ability score
        • \n
        • Strongest saving throw
        • \n
        • Weakest saving throw
        • \n
        \n

        VULNERABLE STRIKE

        \n

        You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a saving throw with the ability score of your choice. On a failed save, the creature takes normal weapon damage and you can apply your Sneak Attack dice to the roll.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Fw5ULAWvA3jJIghs","name":"Rapid Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FzjcJryoe9J0CEkq","name":"Commando","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, you can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

        \n

        When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

        \n

        If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

        \n

        Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"G0I4d2dP4K1N4715","name":"Channel the Force (Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        ADVANCING DEFENDER

        \n

        When you cast the saber reflect power, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"G1J65CCBk5FuKhf5","name":"Bonus Proficiencies (Engineer: Unstable)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in a set of implements of your choice. Additionally, when you engage in crafting with tinker’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"G9NlcRAQ2yP8Dkmc","name":"Assuming Direct Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when a creature fails its saving throw against your Invasive Presence feature, the target becomes charmed by you for as long as Invasive Presence is active.

        \n

        While the target is charmed, you and your spirit have a telepathic link with it as long as you are within 100 feet of it. You and your spirit can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

        \n

        You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GBG4HGrj9mP6LGu7","name":"Bonus Proficiencies (Fighter: Totem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency with your choice of artist’s implements or jeweler’s implements.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GBcVbMG0BBWL0DGC","name":"Blessed By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":"you have fewer than half your hit points remaining"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Heals for half of your max health.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FRRrkJRxhZgCPWc5","name":"Extra Attack (Copy)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 5th level
        You can attack twice, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"FUZ9odAGALk33wGh","name":"Cybertech Contraptions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can modify your wristpad. You must have a wristpad and cybertech’s implements in order to perform this modification.

        \n

        Your wristpad requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        CYBERTECH MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ADVANCED BIOTIC AMPLIFIER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Biotic Amplifier
        You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can’t exceed the number of hit points regained.

        \n
        \n

        ADVANCED CORROSIVE AMPLIFIER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Corrosive Amplifier
        You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.

        \n
        \n

        ADVANCED CRYO AMPLIFIER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Cryo Amplifier
        You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.

        \n
        \n

        ADVANCED EXPLOSIVE AMPLIFIER

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Explosive Amplifier
        You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.

        \n
        \n

        ARAKYD VECTOR

        \n

        Prerequisite: 5th level
        While using your wristpad as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        AUGMENTED EXPLOSIVE

        \n

        You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you’ve activated an explosive, it can’t be activated again until you finish a short or long rest.

        \n

        You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.

        \n
        \n

        BELASCO DYNAMICS

        \n

        Prerequisite: 5th level
        While using your wristpad as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        BIOTIC AMPLIFIER

        \n

        You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can’t exceed the number of hit points restored.

        \n

        You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

        \n
        \n

        CLIMBING GLOVES

        \n

        You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        CORROSIVE AMPLIFIER

        \n

        You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.

        \n

        You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        CRYO AMPLIFIER

        \n

        You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.

        \n

        You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        DARKVISION GOGGLES

        \n

        You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

        \n
        \n

        EXPLOSIVE AMPLIFIER

        \n

        You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.

        \n

        You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        IMAGING AMPLIFIER

        \n

        You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack’s target to a duplicate.

        \n

        You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        JET BOOTS

        \n

        Prerequisite: 7th level
        You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.

        \n

        The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can’t be activated again until you finish a short or long rest.

        \n
        \n

        MECHANICAL ARM

        \n

        You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

        \n

        You can choose this modification twice.

        \n
        \n

        PROTOTYPE BIOTIC AMPLIFIER

        \n

        Prerequisite: 7th level
        Prerequisite: Biotic Amplifier
        You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can’t exceed the number of hit points regained.

        \n
        \n

        PROTOTYPE CORROSIVE AMPLIFIER

        \n

        Prerequisite: 7th level
        Prerequisite: Corrosive Amplifier
        You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.

        \n
        \n

        PROTOTYPE CRYO AMPLIFIER

        \n

        Prerequisite: 7th level
        Prerequisite: Cryo Amplifier
        You fine tune your Cryo Amplifier. When you activate this amplifier, the creature gains 1 slowed level until the end of your next turn.

        \n
        \n

        PROTOTYPE EXPLOSIVE AMPLIFIER

        \n

        Prerequisite: 7th level
        Prerequisite: Explosive Amplifier
        You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature

        \n

        takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

        \n
        \n

        POWERED GRAPPLING HOOK

        \n

        Prerequisite: 9th level
        Prerequisite: Wrist-Mounted Grappling Hook
        While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

        \n
        \n

        SENTRY TURRET

        \n

        You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn.

        \n

        The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.

        \n
        \n

        TRUESIGHT GOGGLES

        \n

        Prerequisite: 11th level
        Prerequisite: Darkvision Goggles
        You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        WRIST-MOUNTED GRAPPLING HOOK

        \n

        You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

        \n

        A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

        \n

        While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

        \n

        Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FWa4glBf9vs5iW3Z","name":"Smooth Rhythm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FZRJYmLnbF0tIoAK","name":"Reliable Talent","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 11th level

        \n

        You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"nbAa0ZtQHkhO3sK8","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.sw5e.reliableTalent","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Reliable Talent","tint":"","transfer":true}]} +{"_id":"FaWspZu3NJBAI3FS","name":"At-Will Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FbSpxpXm1xONn0na","name":"Acklay's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        While raging, you have advantage on Constitution saving throws.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"FfhvDw5qQshfmWgv","name":"Vow of The Sentry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"T6Cf7gUEeJIOMspJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Vow of the Sentry","tint":"","transfer":true}]} +{"_id":"Fgf59MnnITFoccIZ","name":"Additional Maneuvers (Scholar: Geneticist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the changes your body has undergone. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        ACID BURST

        \n

        When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.

        \n
        \n

        CHARGING ATTACK

        \n

        If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

        \n
        \n

        ELECTRICAL DISCHARGE

        \n

        When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.

        \n
        \n

        RAMPAGE

        \n

        When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.

        \n
        \n

        UNRELENTING GRASP

        \n

        When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

        \n
        \n

        VENOMOUS SLASH

        \n

        When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FgzDinvrDELxPNhc","name":"Improved Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

        \n
        \n

        IMPROVED MANEUVERS

        \n

        You know four maneuvers of your choice, instead of two, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.

        \n
        \n

        IMPROVED SUPERIORITY DICE

        \n

        You have four superiority dice, instead of two, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.

        \n
        \n

        THE TACTICAL SPECIALIST

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelSuperiority DiceManeuvers Known
        3rd44
        4th44
        5th44
        6th44
        7th66
        8th66
        9th66
        10th66
        11th88
        12th88
        13th88
        14th88
        15th1010
        16th1010
        17th1010
        18th1010
        19th1010
        20th1010
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Fkt4cHRpLf7RZ9Cc","name":"Adaptive Calibration","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 15th level

        \n

        When you reduce a hostile creature to 0 hit points with a tech power, or you restore hit points to a friendly creature that is at 0 hit points with a tech power, you regain an expended use of your Channel the Force, and you gain temporary force points equal to the power's level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"FmMAwvAS1CYxbJoQ","name":"Unstoppable Force (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FouRyvPDgamUwzuh","name":"Curved Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you can curve your throws behind cover. When you make an attack roll with a weapon with the thrown property, you can spend 1 focus point to cause the target to gain no benefit from shields or cover, unless that cover is full cover.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FunIeNcKviL8ilS8","name":"Lethal Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.

        \n

        Some of your lethal strikes require your target to make a saving throw to resist the lethal strike’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Lethal Strike save DC = 8 + your proficiency bonus + your Dexterity modifier

        \n
        \n
        \n

        PRIMING ATTACK

        \n

        You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.

        \n
        \n

        TARGET ASSESSMENT

        \n

        You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:

        \n
          \n
        • Highest ability score
        • \n
        • Lowest ability score
        • \n
        • Strongest saving throw
        • \n
        • Weakest saving throw
        • \n
        \n

        VULNERABLE STRIKE

        \n

        You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a saving throw with the ability score of your choice. On a failed save, the creature takes normal weapon damage and you can apply your Sneak Attack dice to the roll.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Fw5ULAWvA3jJIghs","name":"Rapid Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FzjcJryoe9J0CEkq","name":"Commando","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 10th level

        \n

        You can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

        \n

        When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

        \n

        If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

        \n

        Finally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Scout 10"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Bonus.webp","effects":[]} +{"_id":"G0I4d2dP4K1N4715","name":"Channel the Force (Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        ADVANCING DEFENDER

        \n

        When you cast the saber reflect power, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"G1J65CCBk5FuKhf5","name":"Bonus Proficiencies (Engineer: Unstable)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in a set of implements of your choice. Additionally, when you engage in crafting with tinker’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"G9NlcRAQ2yP8Dkmc","name":"Assuming Direct Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when a creature fails its saving throw against your Invasive Presence feature, the target becomes charmed by you for as long as Invasive Presence is active.

        \n

        While the target is charmed, you and your spirit have a telepathic link with it as long as you are within 100 feet of it. You and your spirit can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

        \n

        You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GBG4HGrj9mP6LGu7","name":"Bonus Proficiencies (Fighter: Totem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency with your choice of artist’s implements or jeweler’s implements.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GBcVbMG0BBWL0DGC","name":"Blessed By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":"you have fewer than half your hit points remaining"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Heals for half of your max health.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"GEbWkeT7nHCq7PA0","name":"Rally","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} -{"_id":"GLJb9OGWDEHvcAbe","name":"Vow of The Devoted","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

        \n

        Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

        \n

        Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"GLJb9OGWDEHvcAbe","name":"Vow of The Devoted","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

        \n

        Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

        \n

        Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"GVsIS7ZRXBdbE5vS","name":"Menacing Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply half damage as well as the effect.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"5dNmPaJ4YCKRu667","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Menaced","tint":"","transfer":false}]} -{"_id":"GbJDWzoTKWL7sEpR","name":"Release the Beast","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, while you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GcmkGFhQ0c8EWBc3","name":"Mark of the Inquisitor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when the target of your Ranger’s Quarry feature is within 15 feet of you, you gain the following benefits:

        \n
          \n
        • Whenever the creature casts a force power, it must first succeed on a Constitution saving throw against your tech save DC to maintain concentration. On a failed save, the casting is disrupted, the force power fails, and the force points are wasted.
        • \n
        • Whenever the creature starts its turn while concentrating on a force power, it must make a Constitution saving throw against your force save DC to maintain concentration. On a failed save, it loses concentration on the power.
        • \n
        \n

        At 11th level, the radius of this feature increases to 30 feet.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GcqKzVpUB8P50O4u","name":"Discovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 2nd level

        \n

        As you adventure, your studies have helped you discover new practices you can apply to your skills. You master two discoveries of your choice. Your discovery options are detailed below. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar table.

        \n

        Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelDiscoveries
        1st-
        2nd2
        3rd4
        4th4
        5th5
        6th5
        7th5
        8th5
        9th6
        10th6
        11th7
        12th7
        13th8
        14th8
        15th8
        16th8
        17th9
        18th9
        19th9
        20th9
        \n
        \n

        DISCOVERIES

        \n

        The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time you meet its prerequisites.

        \n
        \n
        \n

        ACADEMIC MEMORY

        \n

        You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

        \n
        \n

        ADAPTIVE

        \n

        Prerequisite: 15th level
        When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

        \n
        \n

        AMBASSADOR

        \n

        You learn three additional languages of your choice.

        \n

        You may choose this discovery multiple times.

        \n
        \n

        CLEVER APPLICATIONS

        \n

        You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

        \n

        You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

        \n
        \n

        MENTAL PROWESS

        \n

        When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

        \n
        \n

        HARDENED MIND

        \n

        Prerequisite: 9th level
        You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

        \n

        You also gain resistance to psychic damage.

        \n
        \n

        LIFELONG LEARNING

        \n

        You gain proficiency in a skill and a tool, or two tools.

        \n

        You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

        \n
        \n

        LINGERING ADVICE

        \n

        Prerequisite: 5th level
        When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

        \n
        \n

        MASTER’S ADVICE

        \n

        When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

        \n
        \n

        PERFECT MANEUVER

        \n

        Prerequisite: 15th level
        When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

        \n
        \n

        QUICK ANALYSIS

        \n

        Prerequisite: 9th level
        When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

        \n
        \n

        RELIABLE SOURCES

        \n

        Prerequisite: 9th level
        When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

        \n
        \n

        RESOLUTE

        \n

        When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

        \n
        \n

        RUNNING ON FUMES

        \n

        You only need 4 hours of sleep to gain the benefit of a long rest.

        \n

        Additionally, you have advantage on saving throws against exhaustion.

        \n
        \n

        SURVIVAL EXPERT

        \n

        When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

        \n

        Additionally, you have advantage on saving throws against poison.

        \n
        \n

        TARGETED ANALYSIS

        \n

        Prerequisite: 5th level
        Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

        \n
        \n

        TECH AMATEUR

        \n

        Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

        \n

        You can select this discovery multiple times. Each time you do so, you must choose a different power.

        \n
        \n

        UNIVERSAL LANGUAGE

        \n

        You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} -{"_id":"Gk13kprJhzXYmwAM","name":"Bonus Proficiencies (Fighter: Demolitions)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GnOt6LNfEOoKjLl7","name":"Reflective Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GqrLoLcbeHSTnGaD","name":"The Way of the Mynock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the saber ward power. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the saber reflect force power. You can only take one reaction per turn.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GuyZIHUnTINGFLXQ","name":"Know Your Enemy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

        \n
          \n
        • Strength score
        • \n
        • Dexterity score
        • \n
        • Constitution score
        • \n
        • Armor Class
        • \n
        • Current hit points
        • \n
        • Total class levels (if any)
        • \n
        • Fighter class levels (if any)
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GzfX3ZSoFVyyHbH1","name":"Instinctive Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, when a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"H00QpZIVvyleKRdW","name":"Unstoppable Force (Berserker: Juggernaut)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"H1wby8wQisTrmDFb","name":"Potent Fortifications","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 3rd level

        \n

        When a friendly creature other than you that you can see is hit with a ranged attack while within 5 feet of your deployed portable structure, you can use your reaction and expend one use of your Potent Aptitude to have your structure take the damage instead. If your structure would normally have immunity or resistance to this damage, it loses that immunity or resistance for this attack. When you do so, the damage is reduced by an amount equal to 1 d10 + your Intelligence modifier + your engineer level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"H4XstMjZvkAsfyoJ","name":"Master Builder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 18th level

        \n

        Your ability with your portable structures has reached untold superiority. You gain the following benefits:

        \n
          \n
        • You can have two structures active at a time, instead of only one. as you learn to more efficiendy use your portable structure.
        • \n
        • Your structures no longer take double damage from the siege property.
        • \n
        • Your structures no longer automatically fail Strength, Dexterity, and Constitution saving throws. Instead, your structure adds your proficiency bonus to the d20 roll when it makes one of these saving throws.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"HBT87umTugPVJBT7","name":"Inspiring Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3+1","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"HBrAX52KaGHwW2Wy","name":"Twinned Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"HNSfcrOoizwfHN4U","name":"Form Basics (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shii-Cho lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Hg8zYh1iXL0DGUVq","name":"Terentatek's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level
        When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"HgO4Lo3fbWIRyhlp","name":"The Way of they Krayt Dragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"HmfdajaZCOjIwtQQ","name":"Master of Unity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you and your companion are a paragon of harmony. Your Strength or Dexterity (your choice) and Constitution scores increase by 2. Your maximum for those scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute, as long as your companion is within 60 feet of you:

        \n
          \n
        • You and your companion have resistance to kinetic and energy damage.
        • \n
        • Neither you nor your companion can have disadvantage on attack rolls.
        • \n
        • Both you and your companion’s critical hit ranges increase by 1.
        • \n
        \n

        This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 60 feet away from you. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"HohmusWCWzTc00cS","name":"Warding Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is dealt damage by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

        \n

        You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Hr4a2dhMPKm4sbU7","name":"Corsair Weapons","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can use the force to quickly learn the use of unfamiliar weapons. When you hold a weapon that you are not proficient in, you can spend 1 force point (no action required) to gain proficiency with that weapon until the end of your next long rest. Additionally, you can use your Force-Empowered Self options when you hit with a ranged weapon attack.

        \n

        Lastly, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GYtqJYgsY4nKIQdE","name":"Responder's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"GbJDWzoTKWL7sEpR","name":"Release the Beast","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, while you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GcmkGFhQ0c8EWBc3","name":"Mark of the Inquisitor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when the target of your Ranger’s Quarry feature is within 15 feet of you, you gain the following benefits:

        \n
          \n
        • Whenever the creature casts a force power, it must first succeed on a Constitution saving throw against your tech save DC to maintain concentration. On a failed save, the casting is disrupted, the force power fails, and the force points are wasted.
        • \n
        • Whenever the creature starts its turn while concentrating on a force power, it must make a Constitution saving throw against your force save DC to maintain concentration. On a failed save, it loses concentration on the power.
        • \n
        \n

        At 11th level, the radius of this feature increases to 30 feet.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GcqKzVpUB8P50O4u","name":"Discovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 2nd level

        \n

        As you adventure, your studies have helped you discover new practices you can apply to your skills. You master two discoveries of your choice. Your discovery options are detailed below. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar table.

        \n

        Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelDiscoveries
        1st-
        2nd2
        3rd4
        4th4
        5th5
        6th5
        7th5
        8th5
        9th6
        10th6
        11th7
        12th7
        13th8
        14th8
        15th8
        16th8
        17th9
        18th9
        19th9
        20th9
        \n
        \n

        DISCOVERIES

        \n

        The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time you meet its prerequisites.

        \n
        \n
        \n

        ACADEMIC MEMORY

        \n

        You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

        \n
        \n

        ADAPTIVE

        \n

        Prerequisite: 15th level
        When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

        \n
        \n

        AMBASSADOR

        \n

        You learn three additional languages of your choice.

        \n

        You may choose this discovery multiple times.

        \n
        \n

        CLEVER APPLICATIONS

        \n

        You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

        \n

        You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

        \n
        \n

        MENTAL PROWESS

        \n

        When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

        \n
        \n

        HARDENED MIND

        \n

        Prerequisite: 9th level
        You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

        \n

        You also gain resistance to psychic damage.

        \n
        \n

        LIFELONG LEARNING

        \n

        You gain proficiency in a skill and a tool, or two tools.

        \n

        You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

        \n
        \n

        LINGERING ADVICE

        \n

        Prerequisite: 5th level
        When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

        \n
        \n

        MASTER’S ADVICE

        \n

        When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

        \n
        \n

        PERFECT MANEUVER

        \n

        Prerequisite: 15th level
        When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

        \n
        \n

        QUICK ANALYSIS

        \n

        Prerequisite: 9th level
        When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

        \n
        \n

        RELIABLE SOURCES

        \n

        Prerequisite: 9th level
        When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

        \n
        \n

        RESOLUTE

        \n

        When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

        \n
        \n

        RUNNING ON FUMES

        \n

        You only need 4 hours of sleep to gain the benefit of a long rest.

        \n

        Additionally, you have advantage on saving throws against exhaustion.

        \n
        \n

        SURVIVAL EXPERT

        \n

        When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

        \n

        Additionally, you have advantage on saving throws against poison.

        \n
        \n

        TARGETED ANALYSIS

        \n

        Prerequisite: 5th level
        Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

        \n
        \n

        TECH AMATEUR

        \n

        Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

        \n

        You can select this discovery multiple times. Each time you do so, you must choose a different power.

        \n
        \n

        UNIVERSAL LANGUAGE

        \n

        You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"Gk13kprJhzXYmwAM","name":"Bonus Proficiencies (Fighter: Demolitions)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GnOt6LNfEOoKjLl7","name":"Reflective Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GqrLoLcbeHSTnGaD","name":"The Way of the Mynock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the saber ward power. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the saber reflect force power. You can only take one reaction per turn.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GuyZIHUnTINGFLXQ","name":"Know Your Enemy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

        \n
          \n
        • Strength score
        • \n
        • Dexterity score
        • \n
        • Constitution score
        • \n
        • Armor Class
        • \n
        • Current hit points
        • \n
        • Total class levels (if any)
        • \n
        • Fighter class levels (if any)
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GzfX3ZSoFVyyHbH1","name":"Instinctive Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, when a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"H00QpZIVvyleKRdW","name":"Unstoppable Force (Berserker: Juggernaut)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"H1wby8wQisTrmDFb","name":"Potent Fortifications","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 3rd level

        \n

        When a friendly creature other than you that you can see is hit with a ranged attack while within 5 feet of your deployed portable structure, you can use your reaction and expend one use of your Potent Aptitude to have your structure take the damage instead. If your structure would normally have immunity or resistance to this damage, it loses that immunity or resistance for this attack. When you do so, the damage is reduced by an amount equal to 1 d10 + your Intelligence modifier + your engineer level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"H4XstMjZvkAsfyoJ","name":"Master Builder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 18th level

        \n

        Your ability with your portable structures has reached untold superiority. You gain the following benefits:

        \n
          \n
        • You can have two structures active at a time, instead of only one. as you learn to more efficiendy use your portable structure.
        • \n
        • Your structures no longer take double damage from the siege property.
        • \n
        • Your structures no longer automatically fail Strength, Dexterity, and Constitution saving throws. Instead, your structure adds your proficiency bonus to the d20 roll when it makes one of these saving throws.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HBT87umTugPVJBT7","name":"Inspiring Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3+1","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HBrAX52KaGHwW2Wy","name":"Twinned Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"HNSfcrOoizwfHN4U","name":"Form Basics (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shii-Cho lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Hg8zYh1iXL0DGUVq","name":"Terentatek's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level
        When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"HgO4Lo3fbWIRyhlp","name":"The Way of they Krayt Dragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HmfdajaZCOjIwtQQ","name":"Master of Unity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you and your companion are a paragon of harmony. Your Strength or Dexterity (your choice) and Constitution scores increase by 2. Your maximum for those scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute, as long as your companion is within 60 feet of you:

        \n
          \n
        • You and your companion have resistance to kinetic and energy damage.
        • \n
        • Neither you nor your companion can have disadvantage on attack rolls.
        • \n
        • Both you and your companion’s critical hit ranges increase by 1.
        • \n
        \n

        This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 60 feet away from you. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"HohmusWCWzTc00cS","name":"Warding Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is dealt damage by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

        \n

        You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Hr4a2dhMPKm4sbU7","name":"Corsair Weapons","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can use the force to quickly learn the use of unfamiliar weapons. When you hold a weapon that you are not proficient in, you can spend 1 force point (no action required) to gain proficiency with that weapon until the end of your next long rest. Additionally, you can use your Force-Empowered Self options when you hit with a ranged weapon attack.

        \n

        Lastly, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"I3UvZaGNY7D1Vyl3","name":"Academic Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 1st level

        \n

        You learn maneuvers that are fueled by special dice called superiority dice.

        \n

        MANEUVERS

        \n

        You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

        \n

        Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

        \n

        SUPERIORITY DICE

        \n

        You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar table. A superiority die is expended when you use it.

        \n

        You regain all of your expended superiority dice when you finish a short or long rest.

        \n

        SAVING THROWS

        \n

        Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        MANEUVERS

        \n

        The maneuvers are presented in alphabetical order.

        \n
        \n
        \n

        ADMINISTER AID

        \n

        As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

        \n
        \n

        ASSESS THE SITUATION

        \n

        You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

        \n
        \n

        CRIPPLING STRIKE

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

        \n
        \n

        DELIBERATE MOVEMENT

        \n

        You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

        \n
        \n

        EXPLOIT WEAKNESS

        \n

        When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

        \n
        \n

        GOADING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

        \n
        \n

        HEADS UP

        \n

        When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

        \n
        \n

        MEASURED ACTION

        \n

        As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

        \n
        \n

        ONE STEP AHEAD

        \n

        When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

        \n
        \n

        TARGETED STRIKE

        \n

        When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} -{"_id":"I7MvCDQ8E7E81U9j","name":"Channel the Force (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        DISARMING SLASH

        \n

        When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"I7nWhcvXvcnaVk0r","name":"Scavenger's Reach","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the force disarm force power, which does not count against your total powers known. Additionally, you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IB1sPazhmp63mLHF","name":"Expertise (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

        \n

        At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IBxXS7o4VV3znf5i","name":"Self-Sustain","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you have advantage on death saving throws.

        \n

        Additionally, when you are stabilized, you regain 1 hit point. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IGcZhZ4P27qH3rU5","name":"Forcecasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer table.

        \n

        At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IUjkAqQo7ZvR4IQp","name":"Concealment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you’ve become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

        \n

        Additionally, when you hit a creature with a ranged weapon attack while hidden, you can force that creature to make a Dexterity saving throw against your tech save DC. On a failed save, the creature’s speed is reduced to 0 until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IWTDawTUf79eWbEV","name":"Primal Champion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 20th level
        You embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"IfkarBD3hTnNQJ14","name":"Spinning Flourish","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level you can flourish your weapon in an intimidating or charming manner.

        \n

        As an action, you can cause one creature within 60 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is charmed or frightened by you (your choice) until the end of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"dex"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8oOrU39v8OV1X2mB","flags":{},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/heal.svg","label":"Charmed","origin":"Item.ceUpjW0NB8ppcyIp","tint":"#eeb7cf","transfer":false}]} -{"_id":"IkM7PeTwXZA5XHk8","name":"Fast and Agile","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you use choose this practice at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.

        \n

        Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IlZ1K1GB0hW4YaSq","name":"Discoveries (Tactician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your mastery in the field of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        COMMANDER’S ARMOR

        \n

        Prerequisite: 5th level
        You gain proficiency in medium armor.

        \n
        \n

        CONTINGENCY PLAN

        \n

        Prerequisite: 9th level
        When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.

        \n
        \n

        FIGHTING STYLE

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

        \n
        \n

        FIRING COMMAND

        \n

        As a bonus action, you can take the Help action. Additionally, when you take the Help action, it has a range of 30 feet.

        \n
        \n

        OBSERVANT LEADER

        \n

        You can add your Intelligence modifier to any Wisdom (Perception) skill checks you make.

        \n
        \n

        STUDIED COMMANDER

        \n

        When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.

        \n
        \n

        TACTICAL RETREAT

        \n

        When you take the Dash action, opportunity attacks made against you are made at disadvantage.

        \n
        \n

        UNBOUND COMMANDER

        \n

        Prerequisite: 12th level
        You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Im0RXSNpKTuOE42u","name":"Master of Domination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • When you hit a creature with a melee weapon attack, you have advantage on the next melee weapon attack roll you make against that creature, and that creature provokes an opportunity attack from you even if they take the Disengage action before leaving your reach until the end of your next turn.
        • \n
        • Creatures provoke an opportunity attack from you when they enter your reach.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IrkHv7duOnw3Ilgy","name":"Resuscitate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points.

        \n

        Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Iv5MsHSDXerTQQ89","name":"Power Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 6th level, you learn to simultaneously limit a creature’s force powers and store that power within yourself to later strengthen your damaging force powers.

        \n

        You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as force suppression or sever force, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

        \n

        Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power’s damage, and it equals half your consular level (rounded down).

        \n

        Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"IyanFYU0wuqDvUd3","name":"Extended Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"J4Fm8fhsVnEE6BVK","name":"Additional Maneuvers (Scholar: Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the biology and behavior of animals. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n

        LOYAL BOND

        \n

        Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.

        \n
        \n

        GO GET 'EM

        \n

        While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.

        \n
        \n

        PIN DOWN

        \n

        When your beast attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your beast’s Strength (Athletics) check.

        \n
        \n

        PRIMAL ENDURANCE

        \n

        As an action, you can expend a superiority die to improve your beast’s defense. Roll the die and add it to your beast’s AC until the beginning of your next turn.

        \n
        \n

        SIC 'EM

        \n

        As an action, you can command your beast to savage a nearby enemy. Your beast can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.

        \n
        \n

        SPINE-CHILLING HOWLS

        \n

        As an action, you can expend one superiority die to command your beast to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your beast for 1 minute.

        \n
        \n

        WILD SENSES

        \n

        Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your beast by expending a superiority die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"J9dmq1HlKuOXtSo6","name":"Hawk-Bat Swoop","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.

        \n

        Additionally, you no longer take damage when falling from a distance no greater than your walking speed.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"JE61hlD3B3IIfcLo","name":"Event Cascade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, you have advantage on attack rolls you make against creatures if you haven’t dealt damage to them or affected them with a force power since the start of your previous turn.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"JGsW7jjvTH23Vw99","name":"Distant Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

        \n

        Alternatively, when you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"I5iPvBjc9laxZDt3","name":"Maven's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"I7MvCDQ8E7E81U9j","name":"Channel the Force (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        DISARMING SLASH

        \n

        When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"I7nWhcvXvcnaVk0r","name":"Scavenger's Reach","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the force disarm force power, which does not count against your total powers known. Additionally, you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IB1sPazhmp63mLHF","name":"Expertise (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 6th and 14th level

        \n

        Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

        \n

        At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 6","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"IBxXS7o4VV3znf5i","name":"Self-Sustain","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you have advantage on death saving throws.

        \n

        Additionally, when you are stabilized, you regain 1 hit point. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IGcZhZ4P27qH3rU5","name":"Forcecasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer table.

        \n

        At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Double Dose","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Your application of medicine does not interfere with your own ability to recover from injuries. When you restore hit points or grant temporary hit points to another creature with a tech power or class feature, you recover the same amount of hit points or gain the same number of temporary hit points.

        \n

        You can use this feature a number of times equal to your proficiency bonus, as shown in the scout table. You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"requirements":"Triage Technique: 7","source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"@classes.scout.levels","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[],"_id":"IMYYQfB9ZfXTHaaP"} +{"_id":"IUjkAqQo7ZvR4IQp","name":"Concealment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you’ve become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

        \n

        Additionally, when you hit a creature with a ranged weapon attack while hidden, you can force that creature to make a Dexterity saving throw against your tech save DC. On a failed save, the creature’s speed is reduced to 0 until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IWTDawTUf79eWbEV","name":"Primal Champion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 20th level
        You embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"IfkarBD3hTnNQJ14","name":"Spinning Flourish","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level you can flourish your weapon in an intimidating or charming manner.

        \n

        As an action, you can cause one creature within 60 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is charmed or frightened by you (your choice) until the end of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"dex"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8oOrU39v8OV1X2mB","flags":{},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/heal.svg","label":"Charmed","origin":"Item.ceUpjW0NB8ppcyIp","tint":"#eeb7cf","transfer":false}]} +{"_id":"IkM7PeTwXZA5XHk8","name":"Fast and Agile","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you use choose this practice at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.

        \n

        Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IlZ1K1GB0hW4YaSq","name":"Discoveries (Tactician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your mastery in the field of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        COMMANDER’S ARMOR

        \n

        Prerequisite: 5th level
        You gain proficiency in medium armor.

        \n
        \n

        CONTINGENCY PLAN

        \n

        Prerequisite: 9th level
        When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.

        \n
        \n

        FIGHTING STYLE

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

        \n
        \n

        FIRING COMMAND

        \n

        As a bonus action, you can take the Help action. Additionally, when you take the Help action, it has a range of 30 feet.

        \n
        \n

        OBSERVANT LEADER

        \n

        You can add your Intelligence modifier to any Wisdom (Perception) skill checks you make.

        \n
        \n

        STUDIED COMMANDER

        \n

        When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.

        \n
        \n

        TACTICAL RETREAT

        \n

        When you take the Dash action, opportunity attacks made against you are made at disadvantage.

        \n
        \n

        UNBOUND COMMANDER

        \n

        Prerequisite: 12th level
        You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Im0RXSNpKTuOE42u","name":"Master of Domination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • When you hit a creature with a melee weapon attack, you have advantage on the next melee weapon attack roll you make against that creature, and that creature provokes an opportunity attack from you even if they take the Disengage action before leaving your reach until the end of your next turn.
        • \n
        • Creatures provoke an opportunity attack from you when they enter your reach.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IrkHv7duOnw3Ilgy","name":"Resuscitate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points.

        \n

        Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Iv5MsHSDXerTQQ89","name":"Power Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 6th level, you learn to simultaneously limit a creature’s force powers and store that power within yourself to later strengthen your damaging force powers.

        \n

        You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as force suppression or sever force, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

        \n

        Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power’s damage, and it equals half your consular level (rounded down).

        \n

        Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"IyanFYU0wuqDvUd3","name":"Extended Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"J4Fm8fhsVnEE6BVK","name":"Additional Maneuvers (Scholar: Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the biology and behavior of animals. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n

        LOYAL BOND

        \n

        Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.

        \n
        \n

        GO GET 'EM

        \n

        While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.

        \n
        \n

        PIN DOWN

        \n

        When your beast attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your beast’s Strength (Athletics) check.

        \n
        \n

        PRIMAL ENDURANCE

        \n

        As an action, you can expend a superiority die to improve your beast’s defense. Roll the die and add it to your beast’s AC until the beginning of your next turn.

        \n
        \n

        SIC 'EM

        \n

        As an action, you can command your beast to savage a nearby enemy. Your beast can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.

        \n
        \n

        SPINE-CHILLING HOWLS

        \n

        As an action, you can expend one superiority die to command your beast to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your beast for 1 minute.

        \n
        \n

        WILD SENSES

        \n

        Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your beast by expending a superiority die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"J6UpfNTBnEhlB6Wv","name":"Adaptability Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"J9dmq1HlKuOXtSo6","name":"Hawk-Bat Swoop","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.

        \n

        Additionally, you no longer take damage when falling from a distance no greater than your walking speed.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JE61hlD3B3IIfcLo","name":"Event Cascade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, you have advantage on attack rolls you make against creatures if you haven’t dealt damage to them or affected them with a force power since the start of your previous turn.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JGsW7jjvTH23Vw99","name":"Distant Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

        \n

        Alternatively, when you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"JK41aAdGPKAj3Tjg","name":"Animal Handling's Exploit - Confuse Beast","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"JPzbQWEUX8Sqa7Kh","name":"Medicine's Exploit - Precision Strike","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"JSIXdNE2Tlipguvv","name":"Forcecasting Secrets (Engineer: Artificer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer table.

        \n

        At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"JXn1yWPzzWjQfuq8","name":"Improved Aerial Agility","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits:

        \n
          \n
        • When you move, you can instead take 3 short movements by flying.
        • \n
        • Whenever you end your flying movement and you are within 5 feet of a climbable surface, you can grab onto that surface as though you were climbing upon it.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Jn5Z68lSORbQPgU0","name":"Evasion (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 7th level

        \n

        Your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Evasion","tint":"","transfer":true}]} +{"_id":"JSIXdNE2Tlipguvv","name":"Forcecasting Secrets (Engineer: Artificer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer table.

        \n

        At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JXn1yWPzzWjQfuq8","name":"Improved Aerial Agility","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits:

        \n
          \n
        • When you move, you can instead take 3 short movements by flying.
        • \n
        • Whenever you end your flying movement and you are within 5 feet of a climbable surface, you can grab onto that surface as though you were climbing upon it.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Jn5Z68lSORbQPgU0","name":"Evasion (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 7th level

        \n

        Your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 7","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Evasion","tint":"","transfer":true}]} {"_id":"JpWZ8IRs6geodsmf","name":"Ashla","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you successfully cast a light side power, either your or the target’s (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"JvAFnMZezc5jTUz6","name":"Bonus Proficiencies (Engineer: Biotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level you gain proficiency in biotech's tools. Additionally, when you engage in crafting with biotech's tools, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"JvUv4v80BRiHeOQa","name":"Vow of The Fighter","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"JyXrmho5GP3SHYpB","name":"Panache","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

        \n

        If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.

        \n

        If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"K3RcWiIghOqlEkaI","name":"Double Up","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"K9OJoAsCEOp31gkH","name":"Biochemist's Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KDiQ8O2evV2Z1YTo","name":"Fighter's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"KKcNBEZD1ypeV1cl","name":"My Ally Is the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

        \n

        Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KP18jV9KrOFrjfAo","name":"Artful Dancer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.

        \n

        Additionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KVV3SCm8486tA67E","name":"Improved Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

        \n

        You can use Improved Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"KXDSrYHAZQZcglVz","name":"Boundless Vitality","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.

        \n

        This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KXwYzrlSl36gvwxM","name":"Enduring Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.

        \n

        Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KaTv7hNRXKx0m8Fo","name":"Industrious Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can cast tech powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from tech powers you cast. If a tech power damages more than one target, you may only apply your rage damage to one of the targets.

        \n

        Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires an attack roll.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KdCHmY58LTMxkQbq","name":"Assume the Position","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 3rd level, you don’t need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. Additionally, standing up from prone now only costs 5 feet of movement.

        \n

        Additionally, you gain proficiency with two martial blasters of your choice.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Kmzg1HQwVzvwiVqP","name":"Legendary Coda","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, you’ve gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        BATTLE CRESCENDO

        \n

        Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned for 1d4+1 turns. On a success, it takes half damage and isn’t stunned. If a creature is killed by this power, its head explodes.

        \n
        \n

        SUPPORT CRESCENDO

        \n

        Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.

        \n
        \n

        DISRUPTION CRESCENDO

        \n

        Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"KsUKtTRpay1eibt9","name":"Powerful Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can use your force abilities to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

        \n

        As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"L0cbGVkfx8S6vWW3","name":"Empowered Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, while you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) to any damage or healing you do with force powers that doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Lifelong Learning (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in a skill and a tool, or two tools.

        \n

        You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"L1p8UoiH96FEoPQK"} -{"_id":"L53F8iKgUHmRpoX4","name":"Brutish Durability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, once per round, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. You can choose to use this feature before or after you make a saving throw, but you must decide before the GM says whether the save succeeds or fails.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LAXaRKVfudFryUkp","name":"Pass the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LEgw0NzwPPkIVWuw","name":"Channel the Force (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

        \n
        \n

        BLADE BARRIER

        \n

        On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

        \n
        \n

        FALLING AVALANCHE

        \n

        On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LLSeCmTx42FanV5K","name":"Superior Hunter's Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, you gain one of the following features of your choice.

        \n
        \n
        \n

        EVASION

        \n

        When you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

        \n
        \n

        STAND AGAINST THE TIDE

        \n

        When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attac against another creature (other than itself) of your choice.

        \n
        \n

        UNCANNY DODGE

        \n

        When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LMvbZfbx0lih3Dbu","name":"Brawn","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage, instead of just one. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LRGphxf8XUI9MDwb","name":"Enlightenment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JvAFnMZezc5jTUz6","name":"Bonus Proficiencies (Engineer: Biotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level you gain proficiency in biotech's tools. Additionally, when you engage in crafting with biotech's tools, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"JvUv4v80BRiHeOQa","name":"Vow of The Fighter","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"JyXrmho5GP3SHYpB","name":"Panache","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

        \n

        If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.

        \n

        If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"K3RcWiIghOqlEkaI","name":"Double Up","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"K9OJoAsCEOp31gkH","name":"Biochemist's Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KDiQ8O2evV2Z1YTo","name":"Fighter's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"KKcNBEZD1ypeV1cl","name":"My Ally Is the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

        \n

        Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KP18jV9KrOFrjfAo","name":"Artful Dancer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.

        \n

        Additionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KVV3SCm8486tA67E","name":"Improved Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

        \n

        You can use Improved Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"KXDSrYHAZQZcglVz","name":"Boundless Vitality","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.

        \n

        This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KXwYzrlSl36gvwxM","name":"Enduring Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.

        \n

        Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KaTv7hNRXKx0m8Fo","name":"Industrious Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can cast tech powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from tech powers you cast. If a tech power damages more than one target, you may only apply your rage damage to one of the targets.

        \n

        Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires an attack roll.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KdCHmY58LTMxkQbq","name":"Assume the Position","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 3rd level, you don’t need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. Additionally, standing up from prone now only costs 5 feet of movement.

        \n

        Additionally, you gain proficiency with two martial blasters of your choice.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Kmzg1HQwVzvwiVqP","name":"Legendary Coda","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, you’ve gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        BATTLE CRESCENDO

        \n

        Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned for 1d4+1 turns. On a success, it takes half damage and isn’t stunned. If a creature is killed by this power, its head explodes.

        \n
        \n

        SUPPORT CRESCENDO

        \n

        Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.

        \n
        \n

        DISRUPTION CRESCENDO

        \n

        Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"KsUKtTRpay1eibt9","name":"Powerful Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can use your force abilities to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

        \n

        As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"L0cbGVkfx8S6vWW3","name":"Empowered Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, while you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) to any damage or healing you do with force powers that doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"L1p8UoiH96FEoPQK","name":"Lifelong Learning (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in a skill and a tool, or two tools.

        \n

        You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"L53F8iKgUHmRpoX4","name":"Brutish Durability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, once per round, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. You can choose to use this feature before or after you make a saving throw, but you must decide before the GM says whether the save succeeds or fails.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LAXaRKVfudFryUkp","name":"Pass the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LEgw0NzwPPkIVWuw","name":"Channel the Force (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

        \n
        \n

        BLADE BARRIER

        \n

        On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

        \n
        \n

        FALLING AVALANCHE

        \n

        On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LLSeCmTx42FanV5K","name":"Superior Hunter's Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, you gain one of the following features of your choice.

        \n
        \n
        \n

        EVASION

        \n

        When you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

        \n
        \n

        STAND AGAINST THE TIDE

        \n

        When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attac against another creature (other than itself) of your choice.

        \n
        \n

        UNCANNY DODGE

        \n

        When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LMvbZfbx0lih3Dbu","name":"Brawn","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage, instead of just one. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LRGphxf8XUI9MDwb","name":"Enlightenment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"LcomcBR1au9LX7jm","name":"Deception's Exploit - Feint","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"Lcp1bCLqq990O7UN","name":"Techcasting Secrets (Consular: Technology)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

        \n

        At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"LdAitrLZhlaqGW90","name":"Fate's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level

        \n

        When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"LikGN9l3CnK2HMpZ","name":"The Way of the Acklay","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn’t already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.

        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Ln96Hf2aqqbYiy9o","name":"Mark of the Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you immediately learn if the target of your Ranger’s Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger’s Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger’s Quarry Damage Die. The damage is of the same type as the weapon’s damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Lcp1bCLqq990O7UN","name":"Techcasting Secrets (Consular: Technology)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

        \n

        At 10th level, you learn two additional tech powers of 1st or 2nd level. At 14th level, you learn two tech powers of 1st-3rd level, and at 18th level, you learn two tech powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of the same level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LdAitrLZhlaqGW90","name":"Fate's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level

        \n

        When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"LikGN9l3CnK2HMpZ","name":"The Way of the Acklay","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn’t already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.

        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Ln96Hf2aqqbYiy9o","name":"Mark of the Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you immediately learn if the target of your Ranger’s Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger’s Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger’s Quarry Damage Die. The damage is of the same type as the weapon’s damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"LucUd3PXlxFHsgPO","name":"Toil and Trouble","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Occultist Pursuit: 17th level

        \n

        You perfect your control of your curses, granting them unmatched potency. When the target of your Curse of Objurgation fails a saving throw against one of your maneuvers, you can choose to amplify that maneuver by expending a number of Hit Dice of your choice. The target immediately takes 1d8 psychic damage for every Hit Die spent in this way.

        \n

        Additionally, when creatures attempt to use a power like remove curse or other similar abilities to remove a curse you set, they must roll a Wisdom or Charisma check (their choice) against your maneuver save DC. On a failed save, their attempt fails, and any force or tech points spent in this way are wasted.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 17"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"_id":"M2bObVPZABsSjW3H","name":"Overwatch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"
        \n

        At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.

        \n

        If your attack hits, either impose disadvantage on the enemy creature’s opportunity attack roll or grant advantage to any allies making the saving throw.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"M30wW5NGiow6RlDH","name":"Retaliation Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you learn to turn an opponent’s aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon’s damage.

        \n

        This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"M6DPXcwX644UAsW3","name":"Pathfinder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

        \n
          \n
        • Difficult terrain doesn’t slow your group, provided they can see and hear you.
        • \n
        • You can’t become lost by unenhanced means.
        • \n
        • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
        • \n
        • If you are traveling alone, you can move stealthily at a normal pace.
        • \n
        • When you forage, you find twice as much food as you normally would.
        • \n
        • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"MBU2BGh78FZAN3b2","name":"Bonus Proficiencies (Scout: Slayer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Master of Adaptation","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 20th level

        \n

        Your masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom or Charisma (your choice) scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • \n

          You have resistance to ion damage, and you can't have disadvantage on saving throws against ion or lightning damage.

          \n
        • \n
        • \n

          You can't have disadvantage on attack rolls you make as a part of a tech power, and enemies can't have advantage on saving throws against your tech powers.

          \n
        • \n
        • \n

          You add your governing ability modifier (minimum of +1) to any damage or healing you do with tech powers you cast that don't already include that modifier.

          \n
        • \n
        \n

        While you are conscious and your droid is within 60 feet of you and conscious, it also gains these benefits.

        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Action.webp","effects":[],"_id":"MCnskAoVOzPJIzSX"} -{"_id":"MDW5aHJQ7jr8qf84","name":"Bonus Proficiencies (Guardian: Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"MZFxBa0Jd1CeAgHr","name":"Freedom's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"MZWGENUJx8b2PETJ","name":"Skilled Grappler","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn a number of grappling techniques to subdue your opponents. When you hit a creature grappled by you with an unarmed strike and deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a grappling technique.

        \n

        Some of your grappling techniques require your target to make a saving throw to resist the grappling technique’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Grapple Technique save DC = 8 + your proficiency bonus + your Strength modifier

        \n
        \n
        \n

        CONSTRICT

        \n

        You attempt to choke the target into unconsciousness. The target must make a Constitution saving throw or be restrained until the end of your following turn.

        \n

        If you maintain this technique for 1 minute, the target falls unconscious for 1 hour. Droids and constructs can not be knocked unconscious in this way.

        \n
        \n

        DISARM

        \n

        You attempt to disarm a weapon or other object the target is holding. The target must make a Strength saving throw. On a failed save, it releases the object. If you have a free hand, you can catch the object. Otherwise, it lands at your feet.

        \n
        \n

        HIP TOSS

        \n

        You attempt to throw your target to the ground. The target must make a Dexterity saving throw. On a failed save, the target is pushed back 5 feet, knocked prone, and stunned until the start of your next turn. This ends the grapple.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"MfjwCjpo3JhUZ0SH","name":"Circle of Shelter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you’re wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

        \n

        You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Ml6ZJY0Lubl3zk94","name":"Down, Not Out","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Maneuvering Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

        \n

        That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"MpVtbYkGWqYbbEYj"} -{"_id":"MqxXP3oYCwIaiFKE","name":"Mark of the Illusionist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, the target of your Ranger’s Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger’s Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature’s dimensions fall within the power’s capacity restrictions.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"M2bObVPZABsSjW3H","name":"Overwatch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"
        \n

        At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.

        \n

        If your attack hits, either impose disadvantage on the enemy creature’s opportunity attack roll or grant advantage to any allies making the saving throw.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"M30wW5NGiow6RlDH","name":"Retaliation Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you learn to turn an opponent’s aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon’s damage.

        \n

        This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"M4RvEHMiSwglzPNv","name":"Ideal of the Agile","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"YI8XCFNh7Xm45hG4","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.movement.swim","value":"@attributes.movement.walk","mode":2,"priority":20},{"key":"data.attributes.movement.climb","value":"@attributes.movement.walk","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Agile","tint":"","transfer":true},{"_id":"LxnPDMWKkCdrIDHz","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Agile Manefestation","tint":"","transfer":false}]} +{"_id":"M6DPXcwX644UAsW3","name":"Pathfinder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 1st level

        \n

        You are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

        \n
          \n
        • Difficult terrain doesn’t slow your group, provided they can see and hear you.
        • \n
        • You can’t become lost by unenhanced means.
        • \n
        • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
        • \n
        • If you are traveling alone, you can move stealthily at a normal pace.
        • \n
        • When you forage, you find twice as much food.
        • \n
        • You have advantage on Survival checks.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"MBU2BGh78FZAN3b2","name":"Bonus Proficiencies (Scout: Slayer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MCnskAoVOzPJIzSX","name":"Master of Adaptation","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 20th level

        \n

        Your masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom or Charisma (your choice) scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • \n

          You have resistance to ion damage, and you can't have disadvantage on saving throws against ion or lightning damage.

          \n
        • \n
        • \n

          You can't have disadvantage on attack rolls you make as a part of a tech power, and enemies can't have advantage on saving throws against your tech powers.

          \n
        • \n
        • \n

          You add your governing ability modifier (minimum of +1) to any damage or healing you do with tech powers you cast that don't already include that modifier.

          \n
        • \n
        \n

        While you are conscious and your droid is within 60 feet of you and conscious, it also gains these benefits.

        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Action.webp","effects":[]} +{"_id":"MDW5aHJQ7jr8qf84","name":"Bonus Proficiencies (Guardian: Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MZFxBa0Jd1CeAgHr","name":"Freedom's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"MZWGENUJx8b2PETJ","name":"Skilled Grappler","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn a number of grappling techniques to subdue your opponents. When you hit a creature grappled by you with an unarmed strike and deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a grappling technique.

        \n

        Some of your grappling techniques require your target to make a saving throw to resist the grappling technique’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Grapple Technique save DC = 8 + your proficiency bonus + your Strength modifier

        \n
        \n
        \n

        CONSTRICT

        \n

        You attempt to choke the target into unconsciousness. The target must make a Constitution saving throw or be restrained until the end of your following turn.

        \n

        If you maintain this technique for 1 minute, the target falls unconscious for 1 hour. Droids and constructs can not be knocked unconscious in this way.

        \n
        \n

        DISARM

        \n

        You attempt to disarm a weapon or other object the target is holding. The target must make a Strength saving throw. On a failed save, it releases the object. If you have a free hand, you can catch the object. Otherwise, it lands at your feet.

        \n
        \n

        HIP TOSS

        \n

        You attempt to throw your target to the ground. The target must make a Dexterity saving throw. On a failed save, the target is pushed back 5 feet, knocked prone, and stunned until the start of your next turn. This ends the grapple.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MfjwCjpo3JhUZ0SH","name":"Circle of Shelter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you’re wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

        \n

        You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Ml6ZJY0Lubl3zk94","name":"Down, Not Out","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MpVtbYkGWqYbbEYj","name":"Maneuvering Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

        \n

        That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"MqxXP3oYCwIaiFKE","name":"Mark of the Illusionist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, the target of your Ranger’s Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger’s Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature’s dimensions fall within the power’s capacity restrictions.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"MroCOqssyA52gFIR","name":"Intimidation's Exploit - Battle Cry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"MsKvBWDJd2LV1tvM","name":"Armstech's Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage.

        \n

        The damage increases to 2d6 at 11th level and 3d6 at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"MtBq5A0JoE67MU3l","name":"Channel the Force (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        TWIN STRIKE

        \n

        Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"MtepDwfpKxdqXPXv","name":"Forcecasting (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 1st level

        \n

        In your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

        \n

        You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"N6Z5ICg4rsix6OnA","name":"Techcasting (Scholar: Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

        \n

        You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelTech Powers KnownTech PointsMax Power Level
        3rd321st
        4th421st
        5th531st
        6th631st
        7th742nd
        8th842nd
        9th952nd
        10th1052nd
        11th1162nd
        12th1262nd
        13th1373rd
        14th1473rd
        15th1583rd
        16th1683rd
        17th1794th
        18th1894th
        19th19104th
        20th20104th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"NHLCKgLZAe3MP0dT","name":"Dosage Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a medpac within reach. The medpac can now be used twice before it is consumed.

        \n

        At your DM’s discretion, you may be able to use this feature on other pacs, stims, or adrenals, most likely involving an ability check to succeed.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"NHNG6Y6n0xnhSQzs","name":"Delayed Effect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you cast a force power, you can delay the effects of the force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of rounds have passed.

        \n

        Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MsKvBWDJd2LV1tvM","name":"Armstech's Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage.

        \n

        The damage increases to 2d6 at 11th level and 3d6 at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MtBq5A0JoE67MU3l","name":"Channel the Force (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        TWIN STRIKE

        \n

        Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MtepDwfpKxdqXPXv","name":"Forcecasting (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 1st level

        \n

        In your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

        \n

        You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"N6Z5ICg4rsix6OnA","name":"Techcasting (Scholar: Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

        \n

        You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelTech Powers KnownTech PointsMax Power Level
        3rd321st
        4th421st
        5th531st
        6th631st
        7th742nd
        8th842nd
        9th952nd
        10th1052nd
        11th1162nd
        12th1262nd
        13th1373rd
        14th1473rd
        15th1583rd
        16th1683rd
        17th1794th
        18th1894th
        19th19104th
        20th20104th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NHLCKgLZAe3MP0dT","name":"Dosage Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a medpac within reach. The medpac can now be used twice before it is consumed.

        \n

        At your DM’s discretion, you may be able to use this feature on other pacs, stims, or adrenals, most likely involving an ability check to succeed.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NHNG6Y6n0xnhSQzs","name":"Delayed Effect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you cast a force power, you can delay the effects of the force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of rounds have passed.

        \n

        Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"NJVjTgvClvUt5Ep9","name":"Athletics's Exploit - Wrestle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"NT36vTfi6iPC2zWL","name":"Armstech's Salvo","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Targeted Analysis (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 5th level

        \n

        Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"NdwC9ha1rdQnCiT1"} -{"_id":"NhtBNHmzliOdF3A3","name":"Dark Magick","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can use your action to force each creature within 30 feet of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":2,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"NijIH9UDcIlwYmWM","name":"Blindsense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 14th level

        \n

        If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Cf67ZmhiTFvzHbkK","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Blindsense","tint":"","transfer":true}]} -{"_id":"NlVBCeG99JoWF7QP","name":"Elusive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 18th level

        \n

        You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"Np87HjZydd8pWvrs","name":"Bonus Proficiencies (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in gadgeteer’s implements. Additionally, when you engage in crafting with gadgeteer’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"NrSFm2gkpzm3tMeD","name":"Potent Amplitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, as an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.

        \n

        Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.

        \n

        When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.

        \n

        Your song ends early if you are incapacitated or die, or if you are no longer holding your modified instrument.

        \n

        You can initiate playing an enhanced song twice. You regain all expended songs when you finish a short or long rest.

        \n
        \n

        SONG OF BATTLE

        \n

        When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.

        \n
        \n

        SONG OF SUPPORT

        \n

        When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.

        \n
        \n

        SONG OF DISRUPTION

        \n

        When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NT36vTfi6iPC2zWL","name":"Armstech's Salvo","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NdwC9ha1rdQnCiT1","name":"Targeted Analysis (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 5th level

        \n

        Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"NhtBNHmzliOdF3A3","name":"Dark Magick","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can use your action to force each creature within 30 feet of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":2,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NijIH9UDcIlwYmWM","name":"Blindsense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 14th level

        \n

        If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Cf67ZmhiTFvzHbkK","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Blindsense","tint":"","transfer":true}]} +{"_id":"NlVBCeG99JoWF7QP","name":"Elusive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 18th level

        \n

        You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"Np87HjZydd8pWvrs","name":"Bonus Proficiencies (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in gadgeteer’s implements. Additionally, when you engage in crafting with gadgeteer’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NrSFm2gkpzm3tMeD","name":"Potent Amplitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, as an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.

        \n

        Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.

        \n

        When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.

        \n

        Your song ends early if you are incapacitated or die, or if you are no longer holding your modified instrument.

        \n

        You can initiate playing an enhanced song twice. You regain all expended songs when you finish a short or long rest.

        \n
        \n

        SONG OF BATTLE

        \n

        When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.

        \n
        \n

        SONG OF SUPPORT

        \n

        When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.

        \n
        \n

        SONG OF DISRUPTION

        \n

        When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"NsjD1QnbbxOrkytQ","name":"Insight's Exploit - Intuit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"Nz8stfh2Fy7b9hq5","name":"Modified Instrument","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify an instrument utilizing your audiotech knowledge. Over the course of a long rest, you can modify an instrument. You must have the instrument and audiotech’s implements in order to perform this modification.

        \n

        Your modified instrument is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified instrument has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        AUDIOTECH MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ADVANCED BATTLE ENHANCEMENT

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Battle Enhancement
        While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.

        \n

        Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.

        \n
        \n

        ADVANCED DISRUPTION ENHANCEMENT

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Disruption Enhancement
        While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

        \n
        \n

        ADVANCED SUPPORT ENHANCEMENT

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Support Enhancement
        While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.

        \n
        \n

        BATTLE SONG ENHANCEMENT

        \n

        Prerequisite: 5th level
        While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.

        \n
        \n

        DISRUPTION SONG ENHANCEMENT

        \n

        Prerequisite: 5th level
        While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.

        \n
        \n

        ENTHRALLING PERFORMANCE

        \n

        Prerequisite: 13th level
        Prerequisite: Hypnotic Melody
        For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        FINDING MY WAY

        \n

        Prerequisite: Rush
        While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        HYPNOTIC MELODY

        \n

        As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        \n
        \n

        INAUDIBLE CASTING

        \n

        Prerequisite: 7th level
        Prerequisite: Simple Melodies
        When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.

        \n
        \n

        LONG RANGE NOISE

        \n

        Prerequisite: 13th level
        The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.

        \n
        \n

        MAGNIFYING DEVICE

        \n

        Prerequisite: 5th level
        While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        OVERWHELMING SOUNDWAVES

        \n

        Prerequisite: 15th level
        While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.

        \n
        \n

        PROTOTYPE BATTLE ENHANCEMENT

        \n

        Prerequisite: 9th level
        Prerequisite: Battle Song Enhancement
        While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power’s level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

        \n

        Additionally, when you use your Battle Song Enhancement feature, you create a third burst.

        \n
        \n

        PROTOTYPE DISRUPTION ENHANCEMENT

        \n

        Prerequisite: 9th level
        Prerequisite: Disruption Song Enhancement
        While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the tech override power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        PROTOTYPE SUPPORT ENHANCEMENT

        \n

        Prerequisite: 9th level
        Prerequisite: Support Song Enhancement
        While playing your Song of Support, when you use your Song of Support’s Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

        \n
        \n

        RESTFUL MELODY

        \n

        Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

        \n

        The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

        \n
        \n

        RUSH

        \n

        While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

        \n
        \n

        SHARP NOISE

        \n

        As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.

        \n

        This feature’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

        \n
        \n

        SHOCK MOUNT

        \n

        Prerequisite: 5th level
        While using your instrument as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        SIMPLE MELODIES

        \n

        When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        SONAR PULSE

        \n

        As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        \n
        \n

        SONG FLOW

        \n

        Prerequisite: 11th level
        While playing an enhanced song, you can use your bonus action to change from one song to another.

        \n
        \n

        SUPPORT SONG ENHANCEMENT

        \n

        Prerequisite: 5th level
        While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).

        \n
        \n

        WEAPON INTEGRATION

        \n

        You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"O7SfbJqD6GhZS6dJ","name":"Unrelenting Advance","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Pugnacity Practice: 13th level

        \n

        You have advantage on ability checks and saving throws against effects that would grapple or restrain you.

        \n

        Additionally, if you are grappled or restrained, and you could use your action to attempt to end the effect, you can instead use your bonus action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} -{"_id":"O8As6HltmtDQV1SE","name":"Resonating Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, once per turn, when you reduce a hostile creature to 0 hit points, you regain a use of your Potent Aptitude. Your number of Potent Aptitude uses can not exceed your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OACrI8TxI9AYZ3v0","name":"Nimble Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.

        \n

        Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.

        \n
        \n
        \n

        BLADE DEFENSE

        \n

        You attempt to determine your target’s next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

        \n
        \n

        DISARMING STRIKE

        \n

        You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.

        \n
        \n

        FANCY FOOTWORK

        \n

        Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OB1x8g1MwGm2HA26","name":"Hold the Line","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target gains 4 slowed levels until the end of the current turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ODDIoJe6dsXI0Fzl","name":"Bonus Proficiencies (Guardian: Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in your choice of Intimidation or Persuasion.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OEiv2Yjz1QhM3osS","name":"Modified Weaponry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify one unenhanced weapon with which you are proficient utilizing your armstech experience. Over the course of a long rest, you can modify the weapon. You must have the weapon and armstech’s implements in order to perform this modification.

        \n

        Your modified weapon is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified weapon has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots as shown in the Modification Slots column of the engineer table.

        \n

        ARMSTECH MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ACCURACY FOCUS

        \n

        Prerequisite: 5th level, Blaster
        You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        AMPLIFYING BARREL

        \n

        Prerequisite: 5th level, Blaster
        You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        BAYONET

        \n

        Prerequisite: Blaster
        You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.

        \n
        \n

        BURST CORE

        \n

        Prerequisite: Blaster
        Your weapon gains the burst property, with a burst number equal to its reload number.

        \n
        \n

        BOOMING STRIKES

        \n

        Prerequisite: 5th level
        You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

        \n
        \n

        CELERITY OSCILLATOR

        \n

        Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.

        \n
        \n

        COLLAPSIBLE FRAME

        \n

        Prerequisite: Vibroweapon
        You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.

        \n
        \n

        CONTOURED GRIP

        \n

        Prerequisite: 5th level, Vibroweapon
        You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        EXPANDED MAGAZINE

        \n

        Prerequisite: Blaster
        Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can’t use this feature again until you reload the weapon with an action.

        \n
        \n

        FLASHLIGHT

        \n

        You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.

        \n
        \n

        HARPOON REEL

        \n

        You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

        \n

        A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

        \n

        While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

        \n

        Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

        \n
        \n

        IMBUE WEAPON

        \n

        Prerequisite: 9th level
        You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power’s normal effects.

        \n
        \n

        IMPROVED BURST CORE

        \n

        Prerequisite: 9th level
        Prerequisite: Burst Core
        Your weapon’s burst number is reduced to half its reload number.

        \n
        \n

        INTEGRATED MAGAZINE

        \n

        Prerequisite: Expanded Magazine
        Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can’t use this feature again until you reload the weapon with an action.

        \n
        \n

        JAGGED OSCILLATOR

        \n

        Prerequisite: Vibroweapon
        When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.

        \n
        \n

        KEEN OSCILLATOR

        \n

        Prerequisite: 5th level
        Prerequisite: Jagged Oscillator
        Your weapon’s critical hit range increases by 1.

        \n
        \n

        NEUTRONIUM EDGE

        \n

        Prerequisite: 5th level, Vibroweapon
        You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        OVERCHARGE WEAPON

        \n

        Prerequisite: 11th level
        Prerequisite: Booming Strikes
        You gain the ability to channel your tech power to enhance your weapon’s damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.

        \n
        \n

        POWER LOOP

        \n

        Prerequisite: 9th level
        When you hit with the weapon, you can choose channel the energy generated, gaining temporary hit points equal to half the damage dealt.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        RECOIL DAMPENER

        \n

        Prerequisite: Blaster with the strength property
        You install a recoil dampener in your modified blaster, removing the strength property from it.

        \n
        \n

        RETURNING WEAPON GUARD

        \n

        Prerequisite: Vibroweapon
        You install a retractible chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.

        \n
        \n

        SCREENING WEAPON

        \n

        You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.

        \n
        \n

        SHOCK ABSORBER

        \n

        You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power’s extra damage applies to both melee and ranged weapon attacks.

        \n
        \n

        SIEGE WEAPON

        \n

        You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.

        \n
        \n

        SHOCKING HARPOON

        \n

        Prerequisite: 9th level
        Prerequisite: Harpoon Reel
        After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

        \n

        Once you’ve used this feature, you can’t use it again until you recover the harpoon.

        \n
        \n

        SHOCKING OSCILLATOR

        \n

        Prerequisite: 9th level, Vibroweapon
        When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        SNAP FIRE

        \n

        Prerequisite: 9th level, Blaster
        You modify your modified blaster weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.

        \n
        \n

        STABILIZER CELL

        \n

        Prerequisite: Vibroweapon with the dexterity property
        You install a stabilizer cell in your modified vibroweapon, removing the dexterity property from it.

        \n
        \n

        STAGGERING OSCILLATOR

        \n

        Prerequisite: Vibroweapon
        When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        TRACKER

        \n

        Prerequisite: 5th level
        You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As an action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.

        \n

        The tracker regains all expended charges after a long rest.

        \n
        \n

        TRUELIGHT

        \n

        Prerequisite: 11th level
        Prerequisite: Flashlight
        When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.

        \n
        \n

        VENOMOUS OSCILLATOR

        \n

        Prerequisite: 9th level, Vibroweapon
        As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Parry (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[],"_id":"OPQgz7dYDN4afv7Q"} -{"_id":"OPmnvVAKt8P3mRzr","name":"Forcecasting (Sentinel)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel table.

        \n

        You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OWtFvWvqcOQFnh4M","name":"Focused Burst","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the burst force power, which does not count against your total powers known. Additionally, you can use all three Force-Empowered Self options when you cast it as your action. If more than one creature would be affected, and you use your Double Strike feature, only one creature takes the additional damage. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OZImqRmAk5aeBX2o","name":"General Practice","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you gain proficiency in Medicine, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.

        \n

        Additionally, you can expend one use of a medkit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

        \n

        The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Ob4SKH2kAglyDbkk","name":"Redirected Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OqdAc34c0Db1huf7","name":"Comfort Food","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, if you or any friendly creatures who have consumed food you prepared during a short rest regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

        \n

        The extra hit points increase when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OwENWRt1mFVfU8bB","name":"Elemental Paragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: Kro Var Order: 17th level

        \n

        You gain one of the following features.

        \n

        Once you've used the chosen feature, you must complete a long rest before you can use it again.

        \n

        While you have no remaining uses of this feature, you can instead expend 4 focus points to use it. When you do so, your maximum focus points are reduced by 4 until you complete a long rest.

        \n
        \n
        \n

        Archetype of Air

        \n

        Prerequisite: Ride the Wind

        \n

        As an action, you conjure a whirlwind around you, granting the following benefits until the start of your next turn:

        \n
          \n
        • Ranged attacks made against you have disadvantage.
        • \n
        • You gain a flying speed of 60 feet. If you are still flying when the technique ends, you fall, unless you can somehow prevent it.
        • \n
        • You can use your action to create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
        • \n
        \n

        At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

        \n
        \n

        Figure of Flame

        \n

        Prerequisite: River of Hungry Flame

        \n

        As an action, you cause flames to race across your body, granting the following benefits until the start of your next turn:

        \n
          \n
        • You have resistance to fire damage.
        • \n
        • The flames shed bright light in a 30 foot radius and dim light for an additional 30 feet.
        • \n
        • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
        • \n
        • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 4d8 fire damage on a failed save or half as much on a successful one.
        • \n
        \n

        At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

        \n
        \n

        Icon of Ice

        \n

        Prerequisite: Shape the Flowing River

        \n

        As an action, you cause frost to chill the area around you, granting the following benefits until the start of your next turn:

        \n
          \n
        • You have resistance to cold damage.
        • \n
        • You can move across difficult terrain created by ice or snow without spending extra movement.
        • \n
        • The ground in a 10 foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
        • \n
        • You can use your action to create a 15 foot cone of freezing ice extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save or half as much damage on a successful one. A creature that fails its save against this effect gains 1 slowed level until the start of your next turn.
        • \n
        \n

        At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

        \n
        \n

        Embodiment of Earth

        \n

        Prerequisite: Earth Reaches for Sky

        \n

        As an action, you cause rock to envelop you, granting the following benefits until the start of your next turn:

        \n
          \n
        • You have resistance to kinetic and energy damage.
        • \n
        • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it were air without destabilizing it, but you can't end your movement there. If you do so, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
        • \n
        • You can use your action to create a small earthquake on the ground in a 15 foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
        • \n
        \n

        At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"OwFJ3XWTg2ECPPqS","name":"Forcecasting (Consular)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 1st level

        \n

        In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 9 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular table.

        \n

        You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"name":"Feinting Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

        \n

         

        \n
        \n

        This manuever's vague wording would require a complex macro to fully implement so it's left unfinished.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[],"_id":"OwrSfaxJDodGEZH1"} -{"_id":"P44Rcdvtp5HH7DgM","name":"Bonus Proficiencies (Fighter: Mounted)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"P5jlHfbFfEgppwin","name":"Forceblade Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you’ve mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 10 feet of you, spending 1 force point per target. Each target must make a Dexterity saving throw (DC = 8 + your bonus to weapon attack rolls with that weapon). On a failed save, it takes damage using your Kinetic Combat die + half your sentinel level (rounded down), is pushed back 10 feet and knocked prone.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+9",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PGd9fFv1SpyvJXdq","name":"Bonus Proficiencies (Engineer: Cybertech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in cybertech’s implements. Additionally, when you engage in crafting with cybertech’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PIdBeZMK89IPNC78","name":"Forcecasting (Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus +your forcecasting ability modifier

        \n

         

        \n

        THE AING-TII ORDER

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PNV1FnFfvmg1jYIe","name":"Modified Armor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can modify one suit of armor or a shield. You must have the armor or shield and armormech’s implements in order to perform this modification.

        \n

        Your modified armor or shield is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified armor has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer table.

        \n

        ARMORMECH MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n

        \n

        ABSORPTION SHIELD

        \n

        Prerequisite: Physical Shield
        You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        \n
        \n

        ACCELERATED MOVEMENT

        \n

        Prerequisite: Armor
        You reduce the weight of your modified armor’s bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor’s weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

        \n
        \n

        ADAPTABLE ARMOR

        \n

        Prerequisite: Armor
        You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.

        \n
        \n

        ADVANCED POWER FIST

        \n

        Prerequisite: 11th level, Armor
        Prerequisite: Prototype Power Fist
        You further modify your modified armor’s gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d8 kinetic damage. Additionally, your critical hit range with your unarmed strikes increases by 1.

        \n
        \n

        ARTIFICIALLY INTELLIGENT

        \n

        Prerequisite: 9th level, Armor
        You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor’s artificial intelligence can take the Help action.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        \n
        \n

        BONDED PLATES

        \n

        Prerequisite: 5th level
        You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        COLLAPSIBLE SUIT

        \n

        Prerequisite: 5th level, Armor
        Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

        \n
        \n

        DARKVISION VISOR

        \n

        Prerequisite: Armor
        While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

        \n
        \n

        ENHANCED ENDURANCE

        \n

        Prerequisite: Armor
        When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

        \n
        \n

        ELECTROSHOCK SHIELD

        \n

        Prerequisite: Shield Generator
        You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.

        \n
        \n

        FLIGHT

        \n

        Prerequisite: 9th level, Armor
        You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.

        \n
        \n

        GRAPPLING HARPOON

        \n

        Prerequisite: Armor
        Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

        \n

        A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

        \n

        While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

        \n

        Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

        \n
        \n

        HEAVY SUIT

        \n

        Prerequisite: 5th level, Armor
        You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n

        INFILTRATION SUIT

        \n

        Prerequisite: Armor
        You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast infiltrate targeting yourself.

        \n

        The cloaking device regains all expended charges after a long rest.

        \n
        \n

        MAGNETIZED SHIELD

        \n

        Prerequisite: Physical Shield
        You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature’s weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

        \n
        \n

        OVERLOAD SHIELD

        \n

        Prerequisite: Shield Generator
        You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        \n
        \n

        POWER FIST

        \n

        Prerequisite: Armor
        You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d4 kinetic damage.

        \n

        Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

        \n
        \n

        PROTOTYPE POWER FIST

        \n

        Prerequisite: 5th level, Armor
        Prerequisite: Power Fist
        You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d6 kinetic damage and has the following property.

        \n

        If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.

        \n
        \n

        REINFORCED UNDERLAY

        \n

        Prerequisite: 5th level
        You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        RESISTANCE

        \n

        Prerequisite: Armor
        You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.

        \n

        You can select this modification multiple times. Each time you do so, you must choose a different damage type.

        \n
        \n

        SEALED SUIT

        \n

        Prerequisite: 5th level, Armor
        As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

        \n

        Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master’s Guide.

        \n
        \n

        SENTIENT ARMOR

        \n

        Prerequisite: 13th level
        Prerequisite: Artificially Intelligent
        Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.

        \n

        While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.

        \n
        \n

        SHIELD AMPLIFIER

        \n

        Prerequisite: Shield Generator
        You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield’s bonus.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        \n
        \n

        SHIELD ANCHOR

        \n

        Prerequisite: Physical Shield
        You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.

        \n
        \n

        TECH BLAST

        \n

        Prerequisite: Armor
        You modify your modified armor gauntlet with a blaster weapon with which you are proficient. The weapon uses your Intelligence modifier for its attack and damage rolls, and deals 1d8 energy damage on a hit. It has a normal range of 30 feet and a long range of 120 feet.

        \n
        \n

        WEAPON INTEGRATION ARMORING

        \n

        Prerequisite: Armor
        You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

        \n

         

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PSiGWs9DVviM78K3","name":"Form Basics (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Trakata lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PSsCniigbIjrk6EX","name":"Master of Persistence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • You ignore effects that would reduce your speed.
        • \n
        • Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
        • \n
        \n

        This effect ends early if you are incap-acitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PWRce8jzPuXlGfPE","name":"Stay In Formation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can take the Guard action as a bonus action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PgBAMCiRkpoCThUU","name":"Guerrilla's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"PtL7M75J3a8akz4a","name":"Battle Anticipation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, while raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Pxp7SMeemsCJWgp8","name":"Flurry of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

        \n
          \n
        • Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
        • \n
        • When you would make an unarmed strike using your Martial Arts bonus action or as a part of your Flurry of Blows, you can instead attack with a Whills weapon you are wielding. You roll a d4 in place of the normal damage of your Whills weapon when attacking in this way. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table.
        • \n
        • When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"PysR7YJIeMZG5ACJ","name":"Furious Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can cast force powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from force powers you cast. If a force power damages more than one target, you may only apply your rage damage to one of the targets.

        \n

        Casting force powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a force power that requires an attack roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Q0vNWRKInQbYTUvW","name":"Ability Score Improvement (Operative)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"Q1JyHnVs9iIEBs91","name":"Reckless Attack","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 2nd level
        You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"Q3DHegz5ZbV7rA7m","name":"Raging Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

        \n

        Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"QMnzEKetcEbpg8pZ","name":"Techcasting (Operative: Saboteur)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

        \n

        You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelTech Powers KnownTech PointsMax Power Level
        3rd321st
        4th421st
        5th531st
        6th631st
        7th742nd
        8th842nd
        9th952nd
        10th1052nd
        11th1162nd
        12th1262nd
        13th1373rd
        14th1473rd
        15th1583rd
        16th1683rd
        17th1794th
        18th1894th
        19th19104th
        20th20104th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"QRnYiJmRk18ekE9v","name":"Boggdo's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level
        While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"QW2GcMjunyXuGZXe","name":"Reckless Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.

        \n

        Some of your reckless strikes require your target to make a saving throw to resist the reckless strike’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Reckless Strike save DC = 8 + your proficiency bonus + your Strength modifier

        \n
        \n

        BRACING STRIKE

        \n

        You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.

        \n

        PUNISHING STRIKE

        \n

        Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.

        \n

        STAGGERING STRIKE

        \n

        Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it instead knocked prone.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Qdbzi0NO5FVsmFXd","name":"Ionized Weave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"QiK8clUuVuTqq9YB","name":"On the Hunt","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, when you use your Predator’s Resolve feature, a number of friendly creatures you choose up to your Intelligence modifier that you can see within 30 feet of you also gain the benefits of the feature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"QoAgL1uVhHkRhtNs","name":"Build and Destroy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 6th level

        \n

        You've learned how to manipulate the weak points in structures with your technology. Your tech powers and weapon attacks gain the siege property, and your portable structures have resistance to kinetic, energy, and ion damage dealt by weapons.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"QoSoggniLQlVPh3D","name":"Fighting Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

        \n

        You can use this feature three times. You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Qqp4sbAvV5R3xgO4","name":"Greater Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 11th level
        You can attack three times, instead of once, whenever you take the Attack action on your turn.

        \n

        Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"QwDExZ4sYBdx4d4o","name":"Scout Routines","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 3rd level, you’ve developed one routine, as detailed below. You develop an additional routine at 7th and 15th level.

        \n
        \n

        SCOUT ROUTINES

        \n

        The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

        \n

        At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

        \n
        \n
        \n

        ADAPTABILITY ROUTINE

        \n

        At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        MAVEN’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        MESMER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        NOMAD’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        RESPONDER’S ROUTINE

        \n

        When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

        \n
        \n

        SHARPSHOOTER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

        \n
        \n

        STRIDER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        WARDEN’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Qz3oXfqQ35dbneST","name":"Fascinating Display","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

        \n

        If a target succeeds on this saving throw, the target has no hint you tried to charm it.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"R5H3i6PfQEzdXyz9","name":"Guided Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"R7naUToBqZ1NEzzq","name":"Patient Defense","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"ojpRDi9u0xASVYGf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Patient Defense","tint":"","transfer":false}]} -{"_id":"RBJTHUlo3FTY2RNR","name":"Risk Versus Reward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.

        \n

        This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RC7hvuuU3CIRZUOd","name":"Upheld By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

        \n
          \n
        • Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
        • \n
        • Your base AC becomes 13 + your Constitution modifier.
        • \n
        • When you make a melee weapon attack as a part of a force power you cast, you can use Wisdom or Charisma (your choice) instead of Strength for the attack and damage rolls.
        • \n
        \n

        Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RFU6FQawnVy3w4TO","name":"Close Call","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RMSdumXiAEfpyqyy","name":"Blitz Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Pugnacity Practice: 3rd level

        \n

        You've learned ways to use your martial ability to boost your combat performance. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a blitz attack.

        \n

        Some of your blitz attacks require your target to make a saving throw to resist the attack's effects. The saving throw DC is as follows:

        \n

        Blitz Attack save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

        \n
        \n
        \n

        Demoralizing Attack

        \n

        The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

        \n
        \n

        Diverting Attack

        \n

        Roll two of your Sneak Attack dice. The first time the target would deal damage before the start of your next turn, that damage is reduced by an amount equal to the resulting roll.

        \n
        \n

        Warmonger's Attack

        \n

        If the target makes an attack against you or an allied creature within 5 feet of you before the start of your next turn, you can use your reaction to make a melee weapon attack against it.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} -{"_id":"ROdICoWR82v6A2Rf","name":"Tactician's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Nz8stfh2Fy7b9hq5","name":"Modified Instrument","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify an instrument utilizing your audiotech knowledge. Over the course of a long rest, you can modify an instrument. You must have the instrument and audiotech’s implements in order to perform this modification.

        \n

        Your modified instrument is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified instrument has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        AUDIOTECH MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ADVANCED BATTLE ENHANCEMENT

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Battle Enhancement
        While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.

        \n

        Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.

        \n
        \n

        ADVANCED DISRUPTION ENHANCEMENT

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Disruption Enhancement
        While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

        \n
        \n

        ADVANCED SUPPORT ENHANCEMENT

        \n

        Prerequisite: 15th level
        Prerequisite: Prototype Support Enhancement
        While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.

        \n
        \n

        BATTLE SONG ENHANCEMENT

        \n

        Prerequisite: 5th level
        While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.

        \n
        \n

        DISRUPTION SONG ENHANCEMENT

        \n

        Prerequisite: 5th level
        While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.

        \n
        \n

        ENTHRALLING PERFORMANCE

        \n

        Prerequisite: 13th level
        Prerequisite: Hypnotic Melody
        For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        FINDING MY WAY

        \n

        Prerequisite: Rush
        While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        HYPNOTIC MELODY

        \n

        As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        \n
        \n

        INAUDIBLE CASTING

        \n

        Prerequisite: 7th level
        Prerequisite: Simple Melodies
        When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.

        \n
        \n

        LONG RANGE NOISE

        \n

        Prerequisite: 13th level
        The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.

        \n
        \n

        MAGNIFYING DEVICE

        \n

        Prerequisite: 5th level
        While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        OVERWHELMING SOUNDWAVES

        \n

        Prerequisite: 15th level
        While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.

        \n
        \n

        PROTOTYPE BATTLE ENHANCEMENT

        \n

        Prerequisite: 9th level
        Prerequisite: Battle Song Enhancement
        While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power’s level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

        \n

        Additionally, when you use your Battle Song Enhancement feature, you create a third burst.

        \n
        \n

        PROTOTYPE DISRUPTION ENHANCEMENT

        \n

        Prerequisite: 9th level
        Prerequisite: Disruption Song Enhancement
        While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the tech override power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        PROTOTYPE SUPPORT ENHANCEMENT

        \n

        Prerequisite: 9th level
        Prerequisite: Support Song Enhancement
        While playing your Song of Support, when you use your Song of Support’s Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

        \n
        \n

        RESTFUL MELODY

        \n

        Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

        \n

        The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

        \n
        \n

        RUSH

        \n

        While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

        \n
        \n

        SHARP NOISE

        \n

        As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.

        \n

        This feature’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

        \n
        \n

        SHOCK MOUNT

        \n

        Prerequisite: 5th level
        While using your instrument as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        SIMPLE MELODIES

        \n

        When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        SONAR PULSE

        \n

        As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        \n
        \n

        SONG FLOW

        \n

        Prerequisite: 11th level
        While playing an enhanced song, you can use your bonus action to change from one song to another.

        \n
        \n

        SUPPORT SONG ENHANCEMENT

        \n

        Prerequisite: 5th level
        While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).

        \n
        \n

        WEAPON INTEGRATION

        \n

        You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"O7SfbJqD6GhZS6dJ","name":"Unrelenting Advance","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Pugnacity Practice: 13th level

        \n

        You have advantage on ability checks and saving throws against effects that would grapple or restrain you.

        \n

        Additionally, if you are grappled or restrained, and you could use your action to attempt to end the effect, you can instead use your bonus action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 13","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} +{"_id":"O8As6HltmtDQV1SE","name":"Resonating Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, once per turn, when you reduce a hostile creature to 0 hit points, you regain a use of your Potent Aptitude. Your number of Potent Aptitude uses can not exceed your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OACrI8TxI9AYZ3v0","name":"Nimble Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.

        \n

        Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.

        \n
        \n
        \n

        BLADE DEFENSE

        \n

        You attempt to determine your target’s next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

        \n
        \n

        DISARMING STRIKE

        \n

        You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.

        \n
        \n

        FANCY FOOTWORK

        \n

        Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OB1x8g1MwGm2HA26","name":"Hold the Line","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target gains 4 slowed levels until the end of the current turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ODDIoJe6dsXI0Fzl","name":"Bonus Proficiencies (Guardian: Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in your choice of Intimidation or Persuasion.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OEiv2Yjz1QhM3osS","name":"Modified Weaponry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify one unenhanced weapon with which you are proficient utilizing your armstech experience. Over the course of a long rest, you can modify the weapon. You must have the weapon and armstech’s implements in order to perform this modification.

        \n

        Your modified weapon is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified weapon has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots as shown in the Modification Slots column of the engineer table.

        \n

        ARMSTECH MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        ACCURACY FOCUS

        \n

        Prerequisite: 5th level, Blaster
        You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        AMPLIFYING BARREL

        \n

        Prerequisite: 5th level, Blaster
        You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        BAYONET

        \n

        Prerequisite: Blaster
        You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.

        \n
        \n

        BURST CORE

        \n

        Prerequisite: Blaster
        Your weapon gains the burst property, with a burst number equal to its reload number.

        \n
        \n

        BOOMING STRIKES

        \n

        Prerequisite: 5th level
        You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

        \n
        \n

        CELERITY OSCILLATOR

        \n

        Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.

        \n
        \n

        COLLAPSIBLE FRAME

        \n

        Prerequisite: Vibroweapon
        You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.

        \n
        \n

        CONTOURED GRIP

        \n

        Prerequisite: 5th level, Vibroweapon
        You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        EXPANDED MAGAZINE

        \n

        Prerequisite: Blaster
        Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can’t use this feature again until you reload the weapon with an action.

        \n
        \n

        FLASHLIGHT

        \n

        You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.

        \n
        \n

        HARPOON REEL

        \n

        You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

        \n

        A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

        \n

        While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

        \n

        Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

        \n
        \n

        IMBUE WEAPON

        \n

        Prerequisite: 9th level
        You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power’s normal effects.

        \n
        \n

        IMPROVED BURST CORE

        \n

        Prerequisite: 9th level
        Prerequisite: Burst Core
        Your weapon’s burst number is reduced to half its reload number.

        \n
        \n

        INTEGRATED MAGAZINE

        \n

        Prerequisite: Expanded Magazine
        Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can’t use this feature again until you reload the weapon with an action.

        \n
        \n

        JAGGED OSCILLATOR

        \n

        Prerequisite: Vibroweapon
        When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.

        \n
        \n

        KEEN OSCILLATOR

        \n

        Prerequisite: 5th level
        Prerequisite: Jagged Oscillator
        Your weapon’s critical hit range increases by 1.

        \n
        \n

        NEUTRONIUM EDGE

        \n

        Prerequisite: 5th level, Vibroweapon
        You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        OVERCHARGE WEAPON

        \n

        Prerequisite: 11th level
        Prerequisite: Booming Strikes
        You gain the ability to channel your tech power to enhance your weapon’s damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.

        \n
        \n

        POWER LOOP

        \n

        Prerequisite: 9th level
        When you hit with the weapon, you can choose channel the energy generated, gaining temporary hit points equal to half the damage dealt.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        RECOIL DAMPENER

        \n

        Prerequisite: Blaster with the strength property
        You install a recoil dampener in your modified blaster, removing the strength property from it.

        \n
        \n

        RETURNING WEAPON GUARD

        \n

        Prerequisite: Vibroweapon
        You install a retractible chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.

        \n
        \n

        SCREENING WEAPON

        \n

        You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.

        \n
        \n

        SHOCK ABSORBER

        \n

        You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power’s extra damage applies to both melee and ranged weapon attacks.

        \n
        \n

        SIEGE WEAPON

        \n

        You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.

        \n
        \n

        SHOCKING HARPOON

        \n

        Prerequisite: 9th level
        Prerequisite: Harpoon Reel
        After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

        \n

        Once you’ve used this feature, you can’t use it again until you recover the harpoon.

        \n
        \n

        SHOCKING OSCILLATOR

        \n

        Prerequisite: 9th level, Vibroweapon
        When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        SNAP FIRE

        \n

        Prerequisite: 9th level, Blaster
        You modify your modified blaster weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.

        \n
        \n

        STABILIZER CELL

        \n

        Prerequisite: Vibroweapon with the dexterity property
        You install a stabilizer cell in your modified vibroweapon, removing the dexterity property from it.

        \n
        \n

        STAGGERING OSCILLATOR

        \n

        Prerequisite: Vibroweapon
        When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        TRACKER

        \n

        Prerequisite: 5th level
        You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As an action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.

        \n

        The tracker regains all expended charges after a long rest.

        \n
        \n

        TRUELIGHT

        \n

        Prerequisite: 11th level
        Prerequisite: Flashlight
        When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.

        \n
        \n

        VENOMOUS OSCILLATOR

        \n

        Prerequisite: 9th level, Vibroweapon
        As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OPQgz7dYDN4afv7Q","name":"Parry (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[]} +{"_id":"OPmnvVAKt8P3mRzr","name":"Forcecasting (Sentinel)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 1st level

        \n

        In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel table.

        \n

        You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"OWtFvWvqcOQFnh4M","name":"Focused Burst","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the burst force power, which does not count against your total powers known. Additionally, you can use all three Force-Empowered Self options when you cast it as your action. If more than one creature would be affected, and you use your Double Strike feature, only one creature takes the additional damage. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OZImqRmAk5aeBX2o","name":"General Practice","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you gain proficiency in Medicine, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.

        \n

        Additionally, you can expend one use of a medkit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

        \n

        The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Ob4SKH2kAglyDbkk","name":"Redirected Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OqdAc34c0Db1huf7","name":"Comfort Food","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, if you or any friendly creatures who have consumed food you prepared during a short rest regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

        \n

        The extra hit points increase when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OwENWRt1mFVfU8bB","name":"Elemental Paragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: Kro Var Order: 17th level

        \n

        You gain one of the following features.

        \n

        Once you've used the chosen feature, you must complete a long rest before you can use it again.

        \n

        While you have no remaining uses of this feature, you can instead expend 4 focus points to use it. When you do so, your maximum focus points are reduced by 4 until you complete a long rest.

        \n
        \n
        \n

        Archetype of Air

        \n

        Prerequisite: Ride the Wind

        \n

        As an action, you conjure a whirlwind around you, granting the following benefits until the start of your next turn:

        \n
          \n
        • Ranged attacks made against you have disadvantage.
        • \n
        • You gain a flying speed of 60 feet. If you are still flying when the technique ends, you fall, unless you can somehow prevent it.
        • \n
        • You can use your action to create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
        • \n
        \n

        At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

        \n
        \n

        Figure of Flame

        \n

        Prerequisite: River of Hungry Flame

        \n

        As an action, you cause flames to race across your body, granting the following benefits until the start of your next turn:

        \n
          \n
        • You have resistance to fire damage.
        • \n
        • The flames shed bright light in a 30 foot radius and dim light for an additional 30 feet.
        • \n
        • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
        • \n
        • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 4d8 fire damage on a failed save or half as much on a successful one.
        • \n
        \n

        At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

        \n
        \n

        Icon of Ice

        \n

        Prerequisite: Shape the Flowing River

        \n

        As an action, you cause frost to chill the area around you, granting the following benefits until the start of your next turn:

        \n
          \n
        • You have resistance to cold damage.
        • \n
        • You can move across difficult terrain created by ice or snow without spending extra movement.
        • \n
        • The ground in a 10 foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
        • \n
        • You can use your action to create a 15 foot cone of freezing ice extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save or half as much damage on a successful one. A creature that fails its save against this effect gains 1 slowed level until the start of your next turn.
        • \n
        \n

        At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

        \n
        \n

        Embodiment of Earth

        \n

        Prerequisite: Earth Reaches for Sky

        \n

        As an action, you cause rock to envelop you, granting the following benefits until the start of your next turn:

        \n
          \n
        • You have resistance to kinetic and energy damage.
        • \n
        • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it were air without destabilizing it, but you can't end your movement there. If you do so, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
        • \n
        • You can use your action to create a small earthquake on the ground in a 15 foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
        • \n
        \n

        At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"OwFJ3XWTg2ECPPqS","name":"Forcecasting (Consular)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 1st level

        \n

        In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 9 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular table.

        \n

        You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"OwrSfaxJDodGEZH1","name":"Feinting Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

        \n

         

        \n
        \n

        This manuever's vague wording would require a complex macro to fully implement so it's left unfinished.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} +{"_id":"P44Rcdvtp5HH7DgM","name":"Bonus Proficiencies (Fighter: Mounted)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"P5jlHfbFfEgppwin","name":"Forceblade Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you’ve mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 10 feet of you, spending 1 force point per target. Each target must make a Dexterity saving throw (DC = 8 + your bonus to weapon attack rolls with that weapon). On a failed save, it takes damage using your Kinetic Combat die + half your sentinel level (rounded down), is pushed back 10 feet and knocked prone.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+9",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PBEmu4pAlPyzDmez","name":"Deflection(Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

        \n
        \n

        After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

        Duration automation requires both DAE and about-time or times-up.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"nbfZeZnuzwwUIE4M","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Deflection(Force-Empowered Strike)","tint":"","transfer":false}]} +{"_id":"PGd9fFv1SpyvJXdq","name":"Bonus Proficiencies (Engineer: Cybertech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in cybertech’s implements. Additionally, when you engage in crafting with cybertech’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PIdBeZMK89IPNC78","name":"Forcecasting (Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus +your forcecasting ability modifier

        \n

         

        \n

        THE AING-TII ORDER

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PNV1FnFfvmg1jYIe","name":"Modified Armor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can modify one suit of armor or a shield. You must have the armor or shield and armormech’s implements in order to perform this modification.

        \n

        Your modified armor or shield is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified armor has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer table.

        \n

        ARMORMECH MODIFICATIONS

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n

        \n

        ABSORPTION SHIELD

        \n

        Prerequisite: Physical Shield
        You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        \n
        \n

        ACCELERATED MOVEMENT

        \n

        Prerequisite: Armor
        You reduce the weight of your modified armor’s bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor’s weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

        \n
        \n

        ADAPTABLE ARMOR

        \n

        Prerequisite: Armor
        You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.

        \n
        \n

        ADVANCED POWER FIST

        \n

        Prerequisite: 11th level, Armor
        Prerequisite: Prototype Power Fist
        You further modify your modified armor’s gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d8 kinetic damage. Additionally, your critical hit range with your unarmed strikes increases by 1.

        \n
        \n

        ARTIFICIALLY INTELLIGENT

        \n

        Prerequisite: 9th level, Armor
        You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor’s artificial intelligence can take the Help action.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        \n
        \n

        BONDED PLATES

        \n

        Prerequisite: 5th level
        You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        COLLAPSIBLE SUIT

        \n

        Prerequisite: 5th level, Armor
        Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

        \n
        \n

        DARKVISION VISOR

        \n

        Prerequisite: Armor
        While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

        \n
        \n

        ENHANCED ENDURANCE

        \n

        Prerequisite: Armor
        When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

        \n
        \n

        ELECTROSHOCK SHIELD

        \n

        Prerequisite: Shield Generator
        You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.

        \n
        \n

        FLIGHT

        \n

        Prerequisite: 9th level, Armor
        You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.

        \n
        \n

        GRAPPLING HARPOON

        \n

        Prerequisite: Armor
        Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

        \n

        A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

        \n

        While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

        \n

        Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.

        \n
        \n

        HEAVY SUIT

        \n

        Prerequisite: 5th level, Armor
        You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n

        INFILTRATION SUIT

        \n

        Prerequisite: Armor
        You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast infiltrate targeting yourself.

        \n

        The cloaking device regains all expended charges after a long rest.

        \n
        \n

        MAGNETIZED SHIELD

        \n

        Prerequisite: Physical Shield
        You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature’s weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

        \n
        \n

        OVERLOAD SHIELD

        \n

        Prerequisite: Shield Generator
        You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        \n
        \n

        POWER FIST

        \n

        Prerequisite: Armor
        You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d4 kinetic damage.

        \n

        Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

        \n
        \n

        PROTOTYPE POWER FIST

        \n

        Prerequisite: 5th level, Armor
        Prerequisite: Power Fist
        You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d6 kinetic damage and has the following property.

        \n

        If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.

        \n
        \n

        REINFORCED UNDERLAY

        \n

        Prerequisite: 5th level
        You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        RESISTANCE

        \n

        Prerequisite: Armor
        You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.

        \n

        You can select this modification multiple times. Each time you do so, you must choose a different damage type.

        \n
        \n

        SEALED SUIT

        \n

        Prerequisite: 5th level, Armor
        As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

        \n

        Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master’s Guide.

        \n
        \n

        SENTIENT ARMOR

        \n

        Prerequisite: 13th level
        Prerequisite: Artificially Intelligent
        Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.

        \n

        While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.

        \n
        \n

        SHIELD AMPLIFIER

        \n

        Prerequisite: Shield Generator
        You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield’s bonus.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        \n
        \n

        SHIELD ANCHOR

        \n

        Prerequisite: Physical Shield
        You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.

        \n
        \n

        TECH BLAST

        \n

        Prerequisite: Armor
        You modify your modified armor gauntlet with a blaster weapon with which you are proficient. The weapon uses your Intelligence modifier for its attack and damage rolls, and deals 1d8 energy damage on a hit. It has a normal range of 30 feet and a long range of 120 feet.

        \n
        \n

        WEAPON INTEGRATION ARMORING

        \n

        Prerequisite: Armor
        You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

        \n

         

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PSiGWs9DVviM78K3","name":"Form Basics (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Trakata lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PSsCniigbIjrk6EX","name":"Master of Persistence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • You ignore effects that would reduce your speed.
        • \n
        • Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
        • \n
        \n

        This effect ends early if you are incap-acitated or die. Once you’ve used this feature, you can’t use it again until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PWRce8jzPuXlGfPE","name":"Stay In Formation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can take the Guard action as a bonus action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PgBAMCiRkpoCThUU","name":"Guerrilla's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"PtL7M75J3a8akz4a","name":"Battle Anticipation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, while raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Pxp7SMeemsCJWgp8","name":"Flurry of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

        \n
          \n
        • Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
        • \n
        • When you would make an unarmed strike using your Martial Arts bonus action or as a part of your Flurry of Blows, you can instead attack with a Whills weapon you are wielding. You roll a d4 in place of the normal damage of your Whills weapon when attacking in this way. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table.
        • \n
        • When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PysR7YJIeMZG5ACJ","name":"Furious Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can cast force powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from force powers you cast. If a force power damages more than one target, you may only apply your rage damage to one of the targets.

        \n

        Casting force powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a force power that requires an attack roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Q0vNWRKInQbYTUvW","name":"Ability Score Improvement (Operative)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"Q1JyHnVs9iIEBs91","name":"Reckless Attack","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 2nd level
        You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"Q3DHegz5ZbV7rA7m","name":"Raging Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

        \n

        Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QL4kNoKCHClr5jFP","name":"Ideal of the Titan","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in medium armor.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"dR4ipB2mMlCk1jHy","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Titan","tint":"","transfer":true},{"_id":"mvSs3VXA4rSkpT8b","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Titan Manifestation","tint":"","transfer":false}]} +{"_id":"QMnzEKetcEbpg8pZ","name":"Techcasting (Operative: Saboteur)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

        \n

        You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelTech Powers KnownTech PointsMax Power Level
        3rd321st
        4th421st
        5th531st
        6th631st
        7th742nd
        8th842nd
        9th952nd
        10th1052nd
        11th1162nd
        12th1262nd
        13th1373rd
        14th1473rd
        15th1583rd
        16th1683rd
        17th1794th
        18th1894th
        19th19104th
        20th20104th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QRnYiJmRk18ekE9v","name":"Boggdo's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level
        While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"QW2GcMjunyXuGZXe","name":"Reckless Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.

        \n

        Some of your reckless strikes require your target to make a saving throw to resist the reckless strike’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Reckless Strike save DC = 8 + your proficiency bonus + your Strength modifier

        \n
        \n

        BRACING STRIKE

        \n

        You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.

        \n

        PUNISHING STRIKE

        \n

        Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.

        \n

        STAGGERING STRIKE

        \n

        Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it instead knocked prone.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Qdbzi0NO5FVsmFXd","name":"Ionized Weave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QiK8clUuVuTqq9YB","name":"On the Hunt","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, when you use your Predator’s Resolve feature, a number of friendly creatures you choose up to your Intelligence modifier that you can see within 30 feet of you also gain the benefits of the feature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QoAgL1uVhHkRhtNs","name":"Build and Destroy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 6th level

        \n

        You've learned how to manipulate the weak points in structures with your technology. Your tech powers and weapon attacks gain the siege property, and your portable structures have resistance to kinetic, energy, and ion damage dealt by weapons.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"QoSoggniLQlVPh3D","name":"Fighting Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

        \n

        You can use this feature three times. You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":3,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Qqp4sbAvV5R3xgO4","name":"Greater Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 11th level
        You can attack three times, instead of once, whenever you take the Attack action on your turn.

        \n

        Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"Qz3oXfqQ35dbneST","name":"Fascinating Display","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

        \n

        If a target succeeds on this saving throw, the target has no hint you tried to charm it.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"R5H3i6PfQEzdXyz9","name":"Guided Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"R7naUToBqZ1NEzzq","name":"Patient Defense","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"ojpRDi9u0xASVYGf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Patient Defense","tint":"","transfer":false}]} +{"_id":"RBJTHUlo3FTY2RNR","name":"Risk Versus Reward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.

        \n

        This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RC7hvuuU3CIRZUOd","name":"Upheld By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

        \n
          \n
        • Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
        • \n
        • Your base AC becomes 13 + your Constitution modifier.
        • \n
        • When you make a melee weapon attack as a part of a force power you cast, you can use Wisdom or Charisma (your choice) instead of Strength for the attack and damage rolls.
        • \n
        \n

        Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RFU6FQawnVy3w4TO","name":"Close Call","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RMSdumXiAEfpyqyy","name":"Blitz Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Pugnacity Practice: 3rd level

        \n

        You've learned ways to use your martial ability to boost your combat performance. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a blitz attack.

        \n

        Some of your blitz attacks require your target to make a saving throw to resist the attack's effects. The saving throw DC is as follows:

        \n

        Blitz Attack save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

        \n
        \n
        \n

        Demoralizing Attack

        \n

        The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

        \n
        \n

        Diverting Attack

        \n

        Roll two of your Sneak Attack dice. The first time the target would deal damage before the start of your next turn, that damage is reduced by an amount equal to the resulting roll.

        \n
        \n

        Warmonger's Attack

        \n

        If the target makes an attack against you or an allied creature within 5 feet of you before the start of your next turn, you can use your reaction to make a melee weapon attack against it.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} +{"_id":"ROdICoWR82v6A2Rf","name":"Tactician's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"RPJDKVq0ehpaLMNp","name":"Skill's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

        \n

        When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        \n

        Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

        \n
        \n
        \n

        Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

        \n
        \n

        Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

        \n
        \n

        Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

        \n
        \n

        Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

        \n
        \n

        Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        \n

        Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

        \n
        \n

        Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

        \n
        \n

        Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"RQnRq0u0DbUJcO58","name":"Maneuver Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, once per round, when you would roll a Superiority Die, you can instead choose the maximum.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RS5OG9YXnbEwkFqO","name":"The Way of the Monkey-Lizard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.

        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RShVKT9JGm5zHXU3","name":"Human Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level you learn to manipulate the body of a grappled target to make attacks against you more difficult to land. Moving a grappled creature the same size as you or smaller no longer halves your speed, and when a creature grappled by you would grant you half cover, you instead have three-quarters cover. Additionally, when you are hit by an attack while grappling a creature, you can use your reaction to force that attack to instead hit the grappled creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RU8Tb8fY6GOfyhIb","name":"Mutagenic Transformation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:

        \n
          \n
        • You can attack twice, instead of once, whenever you take the Attack action on your turn.
        • \n
        • Your Strength score becomes equal to your Intelligence score.
        • \n
        • You gain a bonus to your AC equal to half your Intelligence modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.
        • \n
        \n

        You can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RYV1XXoeZ4GjBpkq","name":"Focused Breathing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you learn to recover some of your expended power quickly. When you use your Second Wind you also regain a number of force points equal to your Wisdom or Charisma modifier (your choice, a minimum of one).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RhtkuvE1lcDsocvR","name":"Tireless Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Rii7wMd3z3cG9bk4","name":"Raid Planning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RljVTnR1IclXnqAv","name":"Cloak of Shadows","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can take the Hide action as a bonus action on your turn. Additionally, you can try to hide when you are lightly obscured from the creature from which you are hiding.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Rmny9eQ9fR6sINL4","name":"Guarding Weapon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot’s level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"RoBYgglH8V1FjCSV","name":"Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 6th level
        Your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"RQnRq0u0DbUJcO58","name":"Maneuver Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, once per round, when you would roll a Superiority Die, you can instead choose the maximum.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RS5OG9YXnbEwkFqO","name":"The Way of the Monkey-Lizard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.

        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RShVKT9JGm5zHXU3","name":"Human Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level you learn to manipulate the body of a grappled target to make attacks against you more difficult to land. Moving a grappled creature the same size as you or smaller no longer halves your speed, and when a creature grappled by you would grant you half cover, you instead have three-quarters cover. Additionally, when you are hit by an attack while grappling a creature, you can use your reaction to force that attack to instead hit the grappled creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RU8Tb8fY6GOfyhIb","name":"Mutagenic Transformation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:

        \n
          \n
        • You can attack twice, instead of once, whenever you take the Attack action on your turn.
        • \n
        • Your Strength score becomes equal to your Intelligence score.
        • \n
        • You gain a bonus to your AC equal to half your Intelligence modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.
        • \n
        \n

        You can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RYV1XXoeZ4GjBpkq","name":"Focused Breathing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you learn to recover some of your expended power quickly. When you use your Second Wind you also regain a number of force points equal to your Wisdom or Charisma modifier (your choice, a minimum of one).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RhtkuvE1lcDsocvR","name":"Tireless Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Rii7wMd3z3cG9bk4","name":"Raid Planning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RljVTnR1IclXnqAv","name":"Cloak of Shadows","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can take the Hide action as a bonus action on your turn. Additionally, you can try to hide when you are lightly obscured from the creature from which you are hiding.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Rmny9eQ9fR6sINL4","name":"Guarding Weapon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot’s level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RoBYgglH8V1FjCSV","name":"Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 6th level
        Your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 6","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"RrbJ0mLnz3LF6dvq","name":"Heightened Hex","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Occultist Pursuit: 6th level

        \n

        When you use your Curse of Objurgation feature, each time the cursed creature deals damage to you or an allied creature you can see within 5 feet of you, the creature takes psychic damage equal to twice your Intelligence modifier (minimum of 2).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod*2","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"name":"Crippling Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you hit a creature with a weapon attack"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"RsmGXKSS6EKQ4cTu"} -{"_id":"RuSNsQk0P9f0kIDI","name":"Vow of Mettle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Eb0CqfBT1ADfoam1","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"New Active Effect","transfer":false}]} -{"_id":"S5I4RdNHNMm7ao0X","name":"Bonus Proficiencies (Fighter: Praetorian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SAbD83Dx58emp6OY","name":"Force of Personality","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.

        \n

        The target must make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

        \n

        You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer givers her gun to the first smuggler she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.

        \n

        If you or any of your companions damage the target, the effect ends.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SBBlwVaJDwCADC5f","name":"The Force Is With You","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, as you channel the Force through you, you gain the following benefits:

        \n
          \n
        • You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
        • \n
        • You can spend 1 focus point to ignore one-quarter and half cover with your Whills weapons. At 11th level, you can spend 2 focus points to ignore three quarters cover. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
        • \n
        • When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SDBNDY8CTCA0W0pq","name":"Genesplicer's Methods","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency with geneticist’s implements and your choice of Medicine or Survival skills.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SDh3G0VxVlI8wPLh","name":"Beast Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to forge a powerful bond with your own personal beast companion.

        \n

        Choose your beast, which is detailed below. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

        \n

        If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

        \n
        \n

        Your beast gains a variety of benefits while it is bonded to you:

        \n
          \n
        • \n

          The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.

          \n
        • \n
        • \n

          Your beast’s level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.

          \n
        • \n
        • \n

          Your beast has the proficiency bonus of a player character of the same level.

          \n
        • \n
        • \n

          Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

          \n
        • \n
        • \n

          While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).

          \n
        • \n
        \n

        GENERATING YOUR BEAST

        \n

        Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

        \n

        Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

        \n
        \n

        BEAST FEATURES

        \n

        All beasts share the following traits.

        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d4 per beast companion level
        • \n
        • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
        • \n
        \n

        PROFICIENCIES

        \n
        \n
          \n
        • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
        • \n
        • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
        • \n
        • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
        • \n
        \n

        FEATURES

        \n
        \n
          \n
        • Armor Class: 10 + your beast’s Dexterity modifier
        • \n
        • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
        • \n
        • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
        • \n
        • Size: Tiny
        • \n
        • Speed: 20 ft.
        • \n
        • Type: Beast
        • \n
        \n

        BESTIAL TRAITS

        \n

        The traits are presented in alphabetical order.

        \n
        \n
        \n

        AERIAL

        \n

        Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

        \n
        \n

        AMPHIBIOUS

        \n

        Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

        \n
        \n

        BURROWER

        \n

        Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

        \n
        \n

        CHARGER

        \n

        If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

        \n
        \n

        CLIMBER

        \n

        Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        DARKVISION

        \n

        Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

        \n
        \n

        EVASIVE

        \n

        Your beast companion can take the Disengage action as a bonus action.

        \n
        \n

        FORCE ADEPT

        \n

        Prerequisite: Force Sensitive
        Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

        \n
        \n

        FORCE RESISTANCE

        \n

        Your beast companion has advantage on saving throws against force powers.

        \n
        \n

        FORCE-SENSITIVE

        \n

        Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

        \n
        \n

        GRAPPLER

        \n

        When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

        \n
        \n

        HEAVY HIDE

        \n

        Your beast companion’s armor class becomes 14.

        \n
        \n

        KEEN HEARING

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

        \n
        \n

        KEEN SIGHT

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n

        KEEN SMELL

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

        \n
        \n

        LIGHT HIDE

        \n

        Your beast companion’s armor class becomes 11 + its Dexterity modifier.

        \n
        \n

        MEDIUM HIDE

        \n

        Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

        \n
        \n

        NATURAL CAMOUFLAGE

        \n

        When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

        \n
        \n

        NIMBLE WEAPON

        \n

        Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

        \n
        \n

        PACK TACTICS

        \n

        Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

        \n
        \n

        POUNCER

        \n

        If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

        \n
        \n

        POWERFUL BUILD

        \n

        Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n

        RAMPAGER

        \n

        If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

        \n
        \n

        RANGED WEAPON

        \n

        Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        REACH WEAPON

        \n

        Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        SIZE: HUGE

        \n

        Prerequisite: Size Large
        Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

        \n
        \n

        SIZE: LARGE

        \n

        Prerequisite: Size Medium
        Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

        \n
        \n

        SIZE: MEDIUM

        \n

        Prerequisite: Size Small
        Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

        \n
        \n

        SIZE: SMALL

        \n

        Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

        \n
        \n

        STURDY-LEGGED

        \n

        Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

        \n
        \n

        SWIFT

        \n

        Your beast companion can take the Dash action as a bonus action.

        \n
        \n

        TREMORSENSE

        \n

        Your beast companion gains tremorsense out to 30 feet.

        \n
        \n

        VENOMOUS WEAPON

        \n

        When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SIrtFoj8ngOsd37n","name":"Perfected Purposing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SQ38NMuSGq1UFgYZ","name":"Bonus Proficiencies (Guardian: Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SRvdjRxU3cpcEdcw","name":"One With the Force (Consular)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 20th level
        Your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4.

        \n

        Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

        \n

        If you want to cast it at a higher level, you must expend force points as normal.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"SU5JDQ8GNySPSphF","name":"Reckless Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Sa2j1pJb7C7ur1YI","name":"Beast Companion (Sentinel: Witchcraft)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to create a powerful bond through the Force with your own personal beast companion.

        \n

        Choose your beast, which is detailed at the end of this calling. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

        \n

        If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

        \n

        Your beast gains a variety of benefits while it is bonded to you:

        \n
          \n
        • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
        • \n
        • Your beast’s level equals your sentinel level, and for each sentinel level you gain after 3rd, your beast companion gains an additional Hit Die and increases its hit points accordingly.
        • \n
        • Your beast has the proficiency bonus of a player character of the same level.
        • \n
        • Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
        • \n
        \n

        Additionally, while your beast companion is within 5 feet of you, you gain the following benefits:

        \n
          \n
        • When you use a Force-Empowered Self option to increase your speed or armor class, you can instead grant this bonus to your beast companion.
        • \n
        • You and your beast companion can communicate telepathically, though your beast companion can only communicate in and understand simple concepts.
        • \n
        \n

        This radius increases to 10 feet at 7th level, 20 feet at 13th level, and 30 feet at 18th level.

        \n
        \n

        GENERATING YOUR BEAST

        \n

        Choosing your beast companion is an integral part of being a Witchcraft Sentinel. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

        \n

        Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

        \n
        \n

        BEAST FEATURES

        \n

        All beasts share the following traits.

        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d4 per beast companion level
        • \n
        • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
        • \n
        \n

        PROFICIENCIES

        \n
        \n
          \n
        • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
        • \n
        • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
        • \n
        • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
        • \n
        \n

        FEATURES

        \n
        \n
          \n
        • Armor Class: 10 + your beast’s Dexterity modifier
        • \n
        • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
        • \n
        • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
        • \n
        • Size: Tiny
        • \n
        • Speed: 20 ft.
        • \n
        • Type: Beast
        • \n
        \n
        \n

        BESTIAL TRAITS

        \n

        The traits are presented in alphabetical order.

        \n
        \n
        \n

        AERIAL

        \n

        Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

        \n
        \n

        AMPHIBIOUS

        \n

        Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

        \n
        \n

        BURROWER

        \n

        Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

        \n
        \n

        CHARGER

        \n

        If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

        \n
        \n

        CLIMBER

        \n

        Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        DARKVISION

        \n

        Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

        \n
        \n

        EVASIVE

        \n

        Your beast companion can take the Disengage action as a bonus action.

        \n
        \n

        FORCE ADEPT

        \n

        Prerequisite: Force Sensitive
        Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

        \n
        \n

        FORCE RESISTANCE

        \n

        Your beast companion has advantage on saving throws against force powers.

        \n
        \n

        FORCE-SENSITIVE

        \n

        Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

        \n
        \n

        GRAPPLER

        \n

        When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

        \n
        \n

        HEAVY HIDE

        \n

        Your beast companion’s armor class becomes 14.

        \n
        \n

        KEEN HEARING

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

        \n
        \n

        KEEN SIGHT

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n

        KEEN SMELL

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

        \n
        \n

        LIGHT HIDE

        \n

        Your beast companion’s armor class becomes 11 + its Dexterity modifier.

        \n
        \n

        MEDIUM HIDE

        \n

        Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

        \n
        \n

        NATURAL CAMOUFLAGE

        \n

        When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

        \n
        \n

        NIMBLE WEAPON

        \n

        Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

        \n
        \n

        PACK TACTICS

        \n

        Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

        \n
        \n

        POUNCER

        \n

        If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

        \n
        \n

        POWERFUL BUILD

        \n

        Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n

        RAMPAGER

        \n

        If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

        \n
        \n

        RANGED WEAPON

        \n

        Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        REACH WEAPON

        \n

        Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        SIZE: HUGE

        \n

        Prerequisite: Size Large
        Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

        \n
        \n

        SIZE: LARGE

        \n

        Prerequisite: Size Medium
        Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

        \n
        \n

        SIZE: MEDIUM

        \n

        Prerequisite: Size Small
        Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

        \n
        \n

        SIZE: SMALL

        \n

        Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

        \n
        \n

        STURDY-LEGGED

        \n

        Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

        \n
        \n

        SWIFT

        \n

        Your beast companion can take the Dash action as a bonus action.

        \n
        \n

        TREMORSENSE

        \n

        Your beast companion gains tremorsense out to 30 feet.

        \n
        \n

        VENOMOUS WEAPON

        \n

        When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SatF0UL3wd2y7udQ","name":"Bonus Proficiencies (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency with archaeologist kits and in the Lore skill.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ScLH8xRV8QXmxeRh","name":"Extra Attack (Engineer: Armormech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SfWAWVfaCZJChcx2","name":"Slippery Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 15th level

        \n

        You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Fi1nWbhuJbzQtREV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Slippery Mind","tint":"","transfer":true}]} -{"_id":"ShctuxW8baarbs6W","name":"Lend Aid","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"wis","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.guardian.levels+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Bonus.webp","effects":[]} -{"_id":"SlaMlkc4jk0s5dj1","name":"Commanding Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SpinvKUCtlRLkJ8C","name":"More Machine Than Man","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, while you have temporary hit points, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SsvfSQlHuA3UiyIU","name":"The Way of the Sarlaac","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"TE8Ntdf1x7zULfHU","name":"Guardian Aura","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 3rd, 9th, 10th, 17th, and 18th level

        \n

        When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level, and you gain an additional aura at 10th and 18th level.

        \n

         

        \n

        GUARDIAN AURAS

        \n

        The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

        \n

        At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

        \n
        \n
        \n

        AURA OF CONQUEST

        \n

        Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

        \n
        \n

        AURA OF CONVICTION

        \n

        You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

        \n
        \n

        AURA OF HATRED

        \n

        You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

        \n
        \n

        AURA OF PRESENCE

        \n

        Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

        \n
        \n

        AURA OF PROTECTION

        \n

        Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

        \n
        \n

        AURA OF VIGOR

        \n

        Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

        \n
        \n

        AURA OF WARDING

        \n

        You and friendly creatures within 5 feet of you have resistance to damage from force powers.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"RsmGXKSS6EKQ4cTu","name":"Crippling Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you hit a creature with a weapon attack"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"RuSNsQk0P9f0kIDI","name":"Vow of Mettle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Eb0CqfBT1ADfoam1","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"New Active Effect","transfer":false}]} +{"_id":"S5I4RdNHNMm7ao0X","name":"Bonus Proficiencies (Fighter: Praetorian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SAbD83Dx58emp6OY","name":"Force of Personality","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.

        \n

        The target must make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

        \n

        You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer givers her gun to the first smuggler she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.

        \n

        If you or any of your companions damage the target, the effect ends.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SBBlwVaJDwCADC5f","name":"The Force Is With You","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, as you channel the Force through you, you gain the following benefits:

        \n
          \n
        • You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
        • \n
        • You can spend 1 focus point to ignore one-quarter and half cover with your Whills weapons. At 11th level, you can spend 2 focus points to ignore three quarters cover. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
        • \n
        • When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SDBNDY8CTCA0W0pq","name":"Genesplicer's Methods","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency with geneticist’s implements and your choice of Medicine or Survival skills.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SDh3G0VxVlI8wPLh","name":"Beast Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to forge a powerful bond with your own personal beast companion.

        \n

        Choose your beast, which is detailed below. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

        \n

        If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

        \n
        \n

        Your beast gains a variety of benefits while it is bonded to you:

        \n
          \n
        • \n

          The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.

          \n
        • \n
        • \n

          Your beast’s level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.

          \n
        • \n
        • \n

          Your beast has the proficiency bonus of a player character of the same level.

          \n
        • \n
        • \n

          Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

          \n
        • \n
        • \n

          While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).

          \n
        • \n
        \n

        GENERATING YOUR BEAST

        \n

        Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

        \n

        Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

        \n
        \n

        BEAST FEATURES

        \n

        All beasts share the following traits.

        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d4 per beast companion level
        • \n
        • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
        • \n
        \n

        PROFICIENCIES

        \n
        \n
          \n
        • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
        • \n
        • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
        • \n
        • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
        • \n
        \n

        FEATURES

        \n
        \n
          \n
        • Armor Class: 10 + your beast’s Dexterity modifier
        • \n
        • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
        • \n
        • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
        • \n
        • Size: Tiny
        • \n
        • Speed: 20 ft.
        • \n
        • Type: Beast
        • \n
        \n

        BESTIAL TRAITS

        \n

        The traits are presented in alphabetical order.

        \n
        \n
        \n

        AERIAL

        \n

        Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

        \n
        \n

        AMPHIBIOUS

        \n

        Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

        \n
        \n

        BURROWER

        \n

        Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

        \n
        \n

        CHARGER

        \n

        If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

        \n
        \n

        CLIMBER

        \n

        Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        DARKVISION

        \n

        Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

        \n
        \n

        EVASIVE

        \n

        Your beast companion can take the Disengage action as a bonus action.

        \n
        \n

        FORCE ADEPT

        \n

        Prerequisite: Force Sensitive
        Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

        \n
        \n

        FORCE RESISTANCE

        \n

        Your beast companion has advantage on saving throws against force powers.

        \n
        \n

        FORCE-SENSITIVE

        \n

        Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

        \n
        \n

        GRAPPLER

        \n

        When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

        \n
        \n

        HEAVY HIDE

        \n

        Your beast companion’s armor class becomes 14.

        \n
        \n

        KEEN HEARING

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

        \n
        \n

        KEEN SIGHT

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n

        KEEN SMELL

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

        \n
        \n

        LIGHT HIDE

        \n

        Your beast companion’s armor class becomes 11 + its Dexterity modifier.

        \n
        \n

        MEDIUM HIDE

        \n

        Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

        \n
        \n

        NATURAL CAMOUFLAGE

        \n

        When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

        \n
        \n

        NIMBLE WEAPON

        \n

        Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

        \n
        \n

        PACK TACTICS

        \n

        Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

        \n
        \n

        POUNCER

        \n

        If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

        \n
        \n

        POWERFUL BUILD

        \n

        Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n

        RAMPAGER

        \n

        If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

        \n
        \n

        RANGED WEAPON

        \n

        Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        REACH WEAPON

        \n

        Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        SIZE: HUGE

        \n

        Prerequisite: Size Large
        Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

        \n
        \n

        SIZE: LARGE

        \n

        Prerequisite: Size Medium
        Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

        \n
        \n

        SIZE: MEDIUM

        \n

        Prerequisite: Size Small
        Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

        \n
        \n

        SIZE: SMALL

        \n

        Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

        \n
        \n

        STURDY-LEGGED

        \n

        Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

        \n
        \n

        SWIFT

        \n

        Your beast companion can take the Dash action as a bonus action.

        \n
        \n

        TREMORSENSE

        \n

        Your beast companion gains tremorsense out to 30 feet.

        \n
        \n

        VENOMOUS WEAPON

        \n

        When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SIrtFoj8ngOsd37n","name":"Perfected Purposing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SQ38NMuSGq1UFgYZ","name":"Bonus Proficiencies (Guardian: Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SRvdjRxU3cpcEdcw","name":"One With the Force (Consular)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 20th level
        Your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4.

        \n

        Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

        \n

        If you want to cast it at a higher level, you must expend force points as normal.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"SU5JDQ8GNySPSphF","name":"Reckless Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Sa2j1pJb7C7ur1YI","name":"Beast Companion (Sentinel: Witchcraft)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to create a powerful bond through the Force with your own personal beast companion.

        \n

        Choose your beast, which is detailed at the end of this calling. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

        \n

        If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

        \n

        Your beast gains a variety of benefits while it is bonded to you:

        \n
          \n
        • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
        • \n
        • Your beast’s level equals your sentinel level, and for each sentinel level you gain after 3rd, your beast companion gains an additional Hit Die and increases its hit points accordingly.
        • \n
        • Your beast has the proficiency bonus of a player character of the same level.
        • \n
        • Whenever you gain the Ability Score Improvement feature in this class, your beast’s abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
        • \n
        \n

        Additionally, while your beast companion is within 5 feet of you, you gain the following benefits:

        \n
          \n
        • When you use a Force-Empowered Self option to increase your speed or armor class, you can instead grant this bonus to your beast companion.
        • \n
        • You and your beast companion can communicate telepathically, though your beast companion can only communicate in and understand simple concepts.
        • \n
        \n

        This radius increases to 10 feet at 7th level, 20 feet at 13th level, and 30 feet at 18th level.

        \n
        \n

        GENERATING YOUR BEAST

        \n

        Choosing your beast companion is an integral part of being a Witchcraft Sentinel. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

        \n

        Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

        \n
        \n

        BEAST FEATURES

        \n

        All beasts share the following traits.

        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d4 per beast companion level
        • \n
        • Hit Points at 1st Level: 4 + your beast’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d4 (or 3) + your beast’s Constitution modifier per beast level after 1st
        • \n
        \n

        PROFICIENCIES

        \n
        \n
          \n
        • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
        • \n
        • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
        • \n
        • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
        • \n
        \n

        FEATURES

        \n
        \n
          \n
        • Armor Class: 10 + your beast’s Dexterity modifier
        • \n
        • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
        • \n
        • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
        • \n
        • Size: Tiny
        • \n
        • Speed: 20 ft.
        • \n
        • Type: Beast
        • \n
        \n
        \n

        BESTIAL TRAITS

        \n

        The traits are presented in alphabetical order.

        \n
        \n
        \n

        AERIAL

        \n

        Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

        \n
        \n

        AMPHIBIOUS

        \n

        Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

        \n
        \n

        BURROWER

        \n

        Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

        \n
        \n

        CHARGER

        \n

        If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

        \n
        \n

        CLIMBER

        \n

        Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        DARKVISION

        \n

        Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

        \n
        \n

        EVASIVE

        \n

        Your beast companion can take the Disengage action as a bonus action.

        \n
        \n

        FORCE ADEPT

        \n

        Prerequisite: Force Sensitive
        Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

        \n
        \n

        FORCE RESISTANCE

        \n

        Your beast companion has advantage on saving throws against force powers.

        \n
        \n

        FORCE-SENSITIVE

        \n

        Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

        \n
        \n

        GRAPPLER

        \n

        When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

        \n
        \n

        HEAVY HIDE

        \n

        Your beast companion’s armor class becomes 14.

        \n
        \n

        KEEN HEARING

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

        \n
        \n

        KEEN SIGHT

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n

        KEEN SMELL

        \n

        Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

        \n
        \n

        LIGHT HIDE

        \n

        Your beast companion’s armor class becomes 11 + its Dexterity modifier.

        \n
        \n

        MEDIUM HIDE

        \n

        Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

        \n
        \n

        NATURAL CAMOUFLAGE

        \n

        When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

        \n
        \n

        NIMBLE WEAPON

        \n

        Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

        \n
        \n

        PACK TACTICS

        \n

        Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

        \n
        \n

        POUNCER

        \n

        If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

        \n
        \n

        POWERFUL BUILD

        \n

        Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n

        RAMPAGER

        \n

        If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

        \n
        \n

        RANGED WEAPON

        \n

        Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        REACH WEAPON

        \n

        Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

        \n
        \n

        SIZE: HUGE

        \n

        Prerequisite: Size Large
        Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

        \n
        \n

        SIZE: LARGE

        \n

        Prerequisite: Size Medium
        Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

        \n
        \n

        SIZE: MEDIUM

        \n

        Prerequisite: Size Small
        Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

        \n
        \n

        SIZE: SMALL

        \n

        Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

        \n
        \n

        STURDY-LEGGED

        \n

        Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

        \n
        \n

        SWIFT

        \n

        Your beast companion can take the Dash action as a bonus action.

        \n
        \n

        TREMORSENSE

        \n

        Your beast companion gains tremorsense out to 30 feet.

        \n
        \n

        VENOMOUS WEAPON

        \n

        When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SatF0UL3wd2y7udQ","name":"Bonus Proficiencies (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency with archaeologist kits and in the Lore skill.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ScLH8xRV8QXmxeRh","name":"Extra Attack (Engineer: Armormech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SfWAWVfaCZJChcx2","name":"Slippery Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 15th level

        \n

        You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Fi1nWbhuJbzQtREV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Slippery Mind","tint":"","transfer":true}]} +{"_id":"ShctuxW8baarbs6W","name":"Lend Aid","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"wis","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.guardian.levels+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Bonus.webp","effects":[]} +{"_id":"SlaMlkc4jk0s5dj1","name":"Commanding Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SpinvKUCtlRLkJ8C","name":"More Machine Than Man","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, while you have temporary hit points, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SsvfSQlHuA3UiyIU","name":"The Way of the Sarlaac","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TE8Ntdf1x7zULfHU","name":"Guardian Aura","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 3rd, 9th, 10th, 17th, and 18th level

        \n

        When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level, and you gain an additional aura at 10th and 18th level.

        \n

         

        \n

        GUARDIAN AURAS

        \n

        The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

        \n

        At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

        \n
        \n
        \n

        AURA OF CONQUEST

        \n

        Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

        \n
        \n

        AURA OF CONVICTION

        \n

        You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

        \n
        \n

        AURA OF HATRED

        \n

        You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

        \n
        \n

        AURA OF PRESENCE

        \n

        Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

        \n
        \n

        AURA OF PROTECTION

        \n

        Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

        \n
        \n

        AURA OF VIGOR

        \n

        Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

        \n
        \n

        AURA OF WARDING

        \n

        You and friendly creatures within 5 feet of you have resistance to damage from force powers.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"TH8uVHJVECGYQeO1","name":"Slow Fall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.monk.levels * 5","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 4","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"TVV9UoH70X9GZd3p","name":"Technology's Exploit - Hacktivate","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"TeEN1l7snHIuHxn6","name":"Blessing of the Tree of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you learn how to share your totem’s power with your allies. When you use your Totemic Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Totemic Might feature. If you are incapacitated or killed, this effect immediately ends for both of you.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"TlH3uqCgobccF5zp","name":"Projected Barrier (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you’ve learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier’s hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.

        \n

        Some Projected Barrier Effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        If your barrier’s hit points are reduced to 0, any Projected Barrier features immediately end.

        \n
        \n
        \n

        PROJECTED SPHERE

        \n

        You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

        \n
        \n

        PROJECTED MAELSTROM

        \n

        You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

        \n

        This feature’s damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).

        \n
        \n

        PROJECTED WAVE

        \n

        You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren’t pushed.

        \n

        This feature’s damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"TqPqxo9tACj5943r","name":"Extort Truth","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. When you hit a creature with a melee weapon attack, you can have the attack deal no damage and spend 1 focus point to force them to make a Charisma saving throw against your focus save DC. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration.

        \n

        On a success or failure, a creature is aware that you attempted to influence them. They can choose to avoid answering questions to which they would normally respond with a lie.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"TuoWxmjG9LjToCSX","name":"Relentless","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, when you roll initiative and have no Superiority Dice remaining, you regain 1 Superiority Die.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"TyzlB0iUbeeyXPVk","name":"Remote Healer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver’s range becomes 30 feet.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"U07y3DHxu9EddHoC","name":"Cause and Effect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"U3ukuB66gtdm8C7V","name":"Devastating Critical","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your fighter level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UALQWbDzmp6H8Uiq","name":"Shadow's Wrath","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, your training has taught you advanced techniques while you maneuver in the shadows. While you are hidden from your target, the first attack roll you make each round does not automatically reveal your presence. Make a Dexterity (Stealth) check against your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are also invisible, you remain invisible.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UJVTP58YyoNqEbg6","name":"Bonus Proficiencies (Engineer: Armormech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in armormech’s implements, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UNoJQm1l6ho9QEHR","name":"Whirling Weapons","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UYWFpXz6HKecYIC2","name":"War Chant","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

        \n

        Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UeB3t6DmMaGzNijo","name":"Crimson Armaments","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, you gain proficiency in light and medium armor. If you are already proficient in light and medium armor, you instead gain proficiency in heavy armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor as long as you are not wielding a shield.

        \n

        Additionally, you’ve learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TeEN1l7snHIuHxn6","name":"Blessing of the Tree of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you learn how to share your totem’s power with your allies. When you use your Totemic Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Totemic Might feature. If you are incapacitated or killed, this effect immediately ends for both of you.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TlH3uqCgobccF5zp","name":"Projected Barrier (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you’ve learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier’s hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.

        \n

        Some Projected Barrier Effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        If your barrier’s hit points are reduced to 0, any Projected Barrier features immediately end.

        \n
        \n
        \n

        PROJECTED SPHERE

        \n

        You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

        \n
        \n

        PROJECTED MAELSTROM

        \n

        You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

        \n

        This feature’s damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).

        \n
        \n

        PROJECTED WAVE

        \n

        You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren’t pushed.

        \n

        This feature’s damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TqPqxo9tACj5943r","name":"Extort Truth","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. When you hit a creature with a melee weapon attack, you can have the attack deal no damage and spend 1 focus point to force them to make a Charisma saving throw against your focus save DC. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration.

        \n

        On a success or failure, a creature is aware that you attempted to influence them. They can choose to avoid answering questions to which they would normally respond with a lie.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TuoWxmjG9LjToCSX","name":"Relentless","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, when you roll initiative and have no Superiority Dice remaining, you regain 1 Superiority Die.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"TyzlB0iUbeeyXPVk","name":"Remote Healer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver’s range becomes 30 feet.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"U07y3DHxu9EddHoC","name":"Cause and Effect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"U3ukuB66gtdm8C7V","name":"Devastating Critical","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your fighter level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UALQWbDzmp6H8Uiq","name":"Shadow's Wrath","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, your training has taught you advanced techniques while you maneuver in the shadows. While you are hidden from your target, the first attack roll you make each round does not automatically reveal your presence. Make a Dexterity (Stealth) check against your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are also invisible, you remain invisible.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UJVTP58YyoNqEbg6","name":"Bonus Proficiencies (Engineer: Armormech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in armormech’s implements, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UNoJQm1l6ho9QEHR","name":"Whirling Weapons","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UYWFpXz6HKecYIC2","name":"War Chant","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

        \n

        Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UeB3t6DmMaGzNijo","name":"Crimson Armaments","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, you gain proficiency in light and medium armor. If you are already proficient in light and medium armor, you instead gain proficiency in heavy armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor as long as you are not wielding a shield.

        \n

        Additionally, you’ve learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"UjIepYOFwxWzpBqS","name":"Absorb Damage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UlaeWMHJ5WJ1BHbV","name":"Expertise (Operative)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 1st and 6th level

        \n

        Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

        \n

        At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Test"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"UvMKVj608ijSAfgd","name":"Master of Perseverance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic and energy damage from unenhanced weapons.
        • \n
        • Once per turn, when you hit with a melee weapon attack using Strength, you can use your Force-Empowered Strikes feature at 1st-level without expending force points. You gain temporary hit points equal to the extra damage dealt.
        • \n
        • When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Uysua3MJxqqdHu0i","name":"Unstoppable Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"V0x1tf4l58GW5VVd","name":"Primal Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you learn a third totem. Additionally, the bonus damage of your Totemic Might feature increases to 1d8. Lastly, you have advantage on Lore checks you make about tribal cultures.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"V2395mykGG37TJr7","name":"Improved Force-Empowered Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, your familiarity with blaster weapons has granted you greater insight into their function and usage. Once on each of your turns, drawing or stowing a blaster no longer requires your object interaction. Additionally, you no longer require a free hand to reload.

        \n

        At 11th level, once per turn, when you hit a creature with a ranged weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Shots with an attack, you add this damage to the extra damage of your Force-Empowered Shots. The damage is the same type as the weapon’s damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"V5fEHh7NEGB6h0ei","name":"Shatterpoint","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weaknesses, and learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

        \n
          \n
        • Strength score
        • \n
        • Dexterity score
        • \n
        • Wisdom score
        • \n
        • Charisma score
        • \n
        • Armor Class
        • \n
        • Current hit points
        • \n
        • Total class levels (if any)
        • \n
        • Total Forcecaster levels (if any)
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VCwqg2o0ePLxL0s3","name":"Suit Reliability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VI7yPQlf403Sc2kx","name":"Greater Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you can choose a second signature maneuver.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VRZeRYIBfLzZwlCw","name":"Armored Brute","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, you can enter a rage while wearing heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VX0o502nLafrWzbA","name":"Silver Tongue","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you learn one language of your choice. Additionally, you gain a bonus to your choice of Deception, Intimidation, Performance, or Persuasion equal to your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VYgkXCFMjyEWG41H","name":"Ability Score Improvement (General)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"VmtA5IyhcBM7UDxe","name":"Opportunist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UlaeWMHJ5WJ1BHbV","name":"Expertise (Operative)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 1st and 6th level

        \n

        Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

        \n

        At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Test","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"UvMKVj608ijSAfgd","name":"Master of Perseverance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic and energy damage from unenhanced weapons.
        • \n
        • Once per turn, when you hit with a melee weapon attack using Strength, you can use your Force-Empowered Strikes feature at 1st-level without expending force points. You gain temporary hit points equal to the extra damage dealt.
        • \n
        • When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Uysua3MJxqqdHu0i","name":"Unstoppable Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"V0x1tf4l58GW5VVd","name":"Primal Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you learn a third totem. Additionally, the bonus damage of your Totemic Might feature increases to 1d8. Lastly, you have advantage on Lore checks you make about tribal cultures.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"V2395mykGG37TJr7","name":"Improved Force-Empowered Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, your familiarity with blaster weapons has granted you greater insight into their function and usage. Once on each of your turns, drawing or stowing a blaster no longer requires your object interaction. Additionally, you no longer require a free hand to reload.

        \n

        At 11th level, once per turn, when you hit a creature with a ranged weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Shots with an attack, you add this damage to the extra damage of your Force-Empowered Shots. The damage is the same type as the weapon’s damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"V5fEHh7NEGB6h0ei","name":"Shatterpoint","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weaknesses, and learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

        \n
          \n
        • Strength score
        • \n
        • Dexterity score
        • \n
        • Wisdom score
        • \n
        • Charisma score
        • \n
        • Armor Class
        • \n
        • Current hit points
        • \n
        • Total class levels (if any)
        • \n
        • Total Forcecaster levels (if any)
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VCwqg2o0ePLxL0s3","name":"Suit Reliability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VI7yPQlf403Sc2kx","name":"Greater Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, you can choose a second signature maneuver.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VRZeRYIBfLzZwlCw","name":"Armored Brute","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, you can enter a rage while wearing heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VX0o502nLafrWzbA","name":"Silver Tongue","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you learn one language of your choice. Additionally, you gain a bonus to your choice of Deception, Intimidation, Performance, or Persuasion equal to your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VYgkXCFMjyEWG41H","name":"Ability Score Improvement (General)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"VmtA5IyhcBM7UDxe","name":"Opportunist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Vp47yfLjJRtsGXOI","name":"Flurry of Blows","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make your Martial Arts bonus action attack, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"W0DZWv9b7uJlArxM","name":"Survival's Exploit - Snare","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"W7rRMa4gTsSc0VIq","name":"Shattering Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, your rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

        \n
          \n
        • Your unarmed strikes and improved weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
        • \n
        • Your unarmed strikes deal double damage against structures.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"W2okaVdBI8rtdf8u","name":"Double Strike (Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

        \n
        \n

        After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type to mirror their weapon's and also set the Resource Consumption to [attributes.force.points.value].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"W7rRMa4gTsSc0VIq","name":"Shattering Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, your rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

        \n
          \n
        • Your unarmed strikes and improved weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
        • \n
        • Your unarmed strikes deal double damage against structures.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"W8D7uUzt8AE4FqlK","name":"Lore's Exploit - Study","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"W8tAUj59vUPKqTfx","name":"Aura of Vigor","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"WBTcdgZAjskgfJ9Y","name":"Combat Contrivances","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WLkMLz9u8Hdy1Bt5","name":"The Way of the Yerdua","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of +1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WMnnRU6adjSwGio4","name":"Energized Kinetics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, once per turn, when you deal damage with a Force-Empowered Detonator or your Double Strike feature, you can deal additional damage using your Kinetic Combat die. The damage type is force, lightning, necrotic, or psychic (your choice).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WTBhKJgkArQI3Tgv","name":"Hawk's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level
        You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"WU5tBnC8EgUZV5xj","name":"Volatile Reflexes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, when a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WZa0WPiWbWOVscPT","name":"Forcecasting Secrets (Scout: Inquisitor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you have learned secrets from a subtle attunement to the force. Choose two force powers of no higher level than your Max Power Level, as shown in the scout table. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the scout table.

        \n

        You learn two additional powers at 5th, 9th, and 13th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of no higher level than your Max Power Level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WayeFkeZ0UZogQXl","name":"Strength Before Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Wegdgh47OgwcBgBD","name":"Reinforced Barriers","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power’s level, or 1 hit point for an at-will power. This can’t increase a barrier’s hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Wfc2dF25ZJ2TLNID","name":"Monastic Vows","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 2nd, 7th, 13th, and 17th level

        \n

        You’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

        \n

        MONASTIC VOWS

        \n

        The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

        \n
        \n
        \n

        VOW OF DEFLECTION

        \n

        You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

        \n
        \n

        VOW OF THE DEVOTED

        \n

        You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n
          \n
        • Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.
        • \n
        • Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.
        • \n
        • Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
        • \n
        • Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.
        • \n
        \n
        \n

        VOW OF FATE

        \n

        Prerequisite: 7th level
        When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

        \n
        \n

        VOW OF THE FIGHTER

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

        \n
        \n

        VOW OF FORTITUDE

        \n

        Prerequisite: 7th level
        You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

        \n
        \n

        VOW OF FREEDOM

        \n

        You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

        \n
        \n

        VOW OF INTUITION

        \n

        You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

        \n
        \n

        VOW OF THE LIMBER

        \n

        Prerequisite: 7th level
        When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

        \n
        \n

        VOW OF METTLE

        \n

        You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n
        \n

        VOW OF THE MORTAL

        \n

        You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n
        \n

        VOW OF THE NEMESIS

        \n

        Prerequisite: 13th level
        As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.

        \n

        This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

        \n
        \n

        VOW OF THE OPEN MIND

        \n

        You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

        \n
        \n

        VOW OF PRECISION

        \n

        Prerequisite: 13th level
        Your critical hit range with unarmed strikes increases by 1.

        \n
        \n

        VOW OF REQUITAL

        \n

        Prerequisite: 13th level
        When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

        \n
        \n

        VOW OF RESTORATION

        \n

        When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

        \n
        \n

        VOW OF THE SENTRY

        \n

        You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

        \n
        \n

        VOW OF SERENITY

        \n

        Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

        \n
        \n

        VOW OF THE SHREWD

        \n

        You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n
        \n

        VOW OF SPIRIT

        \n

        You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

        \n
        \n

        VOW OF THE VERSATILE

        \n

        When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"W8tAUj59vUPKqTfx","name":"Aura of Vigor","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"WBTcdgZAjskgfJ9Y","name":"Combat Contrivances","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WLkMLz9u8Hdy1Bt5","name":"The Way of the Yerdua","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of +1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WMnnRU6adjSwGio4","name":"Energized Kinetics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, once per turn, when you deal damage with a Force-Empowered Detonator or your Double Strike feature, you can deal additional damage using your Kinetic Combat die. The damage type is force, lightning, necrotic, or psychic (your choice).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WTBhKJgkArQI3Tgv","name":"Hawk's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level
        You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"WU5tBnC8EgUZV5xj","name":"Volatile Reflexes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, when a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WZa0WPiWbWOVscPT","name":"Forcecasting Secrets (Scout: Inquisitor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you have learned secrets from a subtle attunement to the force. Choose two force powers of no higher level than your Max Power Level, as shown in the scout table. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the scout table.

        \n

        You learn two additional powers at 5th, 9th, and 13th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of no higher level than your Max Power Level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WayeFkeZ0UZogQXl","name":"Strength Before Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Wegdgh47OgwcBgBD","name":"Reinforced Barriers","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power’s level, or 1 hit point for an at-will power. This can’t increase a barrier’s hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Wfc2dF25ZJ2TLNID","name":"Monastic Vows","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 2nd, 7th, 13th, and 17th level

        \n

        You’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

        \n

        MONASTIC VOWS

        \n

        The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

        \n
        \n
        \n

        VOW OF DEFLECTION

        \n

        You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

        \n
        \n

        VOW OF THE DEVOTED

        \n

        You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n
          \n
        • Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.
        • \n
        • Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.
        • \n
        • Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.
        • \n
        • Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.
        • \n
        \n
        \n

        VOW OF FATE

        \n

        Prerequisite: 7th level
        When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

        \n
        \n

        VOW OF THE FIGHTER

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

        \n
        \n

        VOW OF FORTITUDE

        \n

        Prerequisite: 7th level
        You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

        \n
        \n

        VOW OF FREEDOM

        \n

        You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

        \n
        \n

        VOW OF INTUITION

        \n

        You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

        \n
        \n

        VOW OF THE LIMBER

        \n

        Prerequisite: 7th level
        When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

        \n
        \n

        VOW OF METTLE

        \n

        You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n
        \n

        VOW OF THE MORTAL

        \n

        You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n
        \n

        VOW OF THE NEMESIS

        \n

        Prerequisite: 13th level
        As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.

        \n

        This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

        \n
        \n

        VOW OF THE OPEN MIND

        \n

        You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

        \n
        \n

        VOW OF PRECISION

        \n

        Prerequisite: 13th level
        Your critical hit range with unarmed strikes increases by 1.

        \n
        \n

        VOW OF REQUITAL

        \n

        Prerequisite: 13th level
        When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

        \n
        \n

        VOW OF RESTORATION

        \n

        When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

        \n
        \n

        VOW OF THE SENTRY

        \n

        You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

        \n
        \n

        VOW OF SERENITY

        \n

        Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

        \n
        \n

        VOW OF THE SHREWD

        \n

        You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n
        \n

        VOW OF SPIRIT

        \n

        You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

        \n
        \n

        VOW OF THE VERSATILE

        \n

        When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 2","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"WlSOL3kItS4UFnij","name":"Sage Advice","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 2nd level

        \n

        You can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Action.webp","effects":[]} -{"_id":"WpVq5WXzlDOAQxKu","name":"Poisoner","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, you are a master of poisons. You can apply a poison as a bonus action, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal the application of poisons.

        \n

        Additionally, you can improve the capability of one dose of poison. To use this benefit, you must have a poisoner’s kit, and the poison must be within reach. If the poison is applied before the end of your next short or long rest, the target has disadvantage on the saving throw made to resist your poison. Once you’ve used this feature, you must complete a long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WtSaGz0yfKeuVPZQ","name":"Comic Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WvP6k5LuXOxqbn7o","name":"Adaptive Barrier (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"WxaVGJlPlo1kCQ4w","name":"Reprisal","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Mental Prowess (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"WzEwUIsumEe4UkYw"} -{"_id":"X4PnDFr2JiWjuYEl","name":"Fighting Style (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 1st level
        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"X4Q1XRpCIyxBk9qy","name":"Reassemble","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, you may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards you up to their movement speed. This movement does not provoke opportunity attacks.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WpVq5WXzlDOAQxKu","name":"Poisoner","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, you are a master of poisons. You can apply a poison as a bonus action, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal the application of poisons.

        \n

        Additionally, you can improve the capability of one dose of poison. To use this benefit, you must have a poisoner’s kit, and the poison must be within reach. If the poison is applied before the end of your next short or long rest, the target has disadvantage on the saving throw made to resist your poison. Once you’ve used this feature, you must complete a long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WtSaGz0yfKeuVPZQ","name":"Comic Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WvP6k5LuXOxqbn7o","name":"Adaptive Barrier (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WxaVGJlPlo1kCQ4w","name":"Reprisal","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WzEwUIsumEe4UkYw","name":"Mental Prowess (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"X4PnDFr2JiWjuYEl","name":"Fighting Style (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 1st level
        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"X4Q1XRpCIyxBk9qy","name":"Reassemble","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, you may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards you up to their movement speed. This movement does not provoke opportunity attacks.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"X7B04ZcndsRKuG2O","name":"Commander's Strike","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.

        \n

        When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[{"_id":"wKykywwuET5VLIq9","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","label":"Commander's Strike","tint":"","transfer":false}]} -{"_id":"XSCT0JRY2A9zpQni","name":"Aura of Hatred","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"XXcUvD6i0qHESHIH","name":"Strength Flows From the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, when you cast a power that affects only your companion, you can choose to treat the power as if cast at your Max Power Level.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"XZkExfmmCLzuAxjz","name":"Masterful Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat immunity as resistance.

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        Starting when you choose this tradition at 3rd level, you’ve dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.

        \n

        Additionally, you’ve learned to manipulate the Force to be able to manipulate technology when it couldn’t previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"XblRy31agdu3pY8p","name":"Unpredictable Motion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.

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        By 15th level, you gain one of the following features. Choose Takedown for Vonil or Rebuttal for Ishu.

        \n
        \n
        \n

        TAKEDOWN

        \n

        When your companion takes the Help action and helps you, you have advantage on the next two ability checks or attack rolls you make before the start of your next turn, instead of only one. When you take the Help action and help your companion, your companion has advantage on the next two ability checks or attack rolls it makes before the start of its next turn, instead of only one.

        \n
        \n

        REBUTTAL

        \n

        When your companion takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of your next turn. When you take the Help action and help your companion, it gains temporary hit points equal to your guardian level that last until the start of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"Xs7cWfBnM2YbgDro","name":"Powered Ambush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"XunBynvxZH9qkNEs","name":"Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 5th level
        You can attack twice, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"Y2cWj5z4tzpjRIRs","name":"Step of the Wind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vGzTcQOIcQjoywiV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Step of the Wind","tint":"","transfer":false}]} -{"_id":"Y78JOUdUxUJXEfa5","name":"Borrowed Luck","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you have gained the ability to unnaturally alter luck in your favor. Once per round, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.

        \n

        While you have a borrowed luck roll, you can expend it and replace any ability check, attack roll, or saving throw made by you or a creature that you can see with the value of the borrowed luck roll. You can only have one borrowed luck roll at a time, and you lose any unused borrowed luck rolls when you complete a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YDFvlQoQGtDHItHJ","name":"Vow of Serenity","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"YFrVQpPzar30Wpgx","name":"Bonus Proficiencies (Engineer: Audiotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in three musical instruments and audiotech’s implements. Additionally, when you engage in crafting with audiotech's implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YHPUv9lN3nCapAgP","name":"Persistent Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 15th level
        Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"name":"Commander's Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.

        \n

        When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[{"_id":"wKykywwuET5VLIq9","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","label":"Commander's Strike","tint":"","transfer":false}],"_id":"YJ2zLLl5OHh2jsIo"} -{"_id":"YND5s9bZK1Fp05dX","name":"Size Matters Not","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

        \n

        Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YNEq4nPSbz5EOjIG","name":"Extra Attack (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 5th level
        You can attack twice, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Monk 5"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"XSCT0JRY2A9zpQni","name":"Aura of Hatred","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"XXcUvD6i0qHESHIH","name":"Strength Flows From the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, when you cast a power that affects only your companion, you can choose to treat the power as if cast at your Max Power Level.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XZkExfmmCLzuAxjz","name":"Masterful Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat immunity as resistance.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XbKJYpFuGAllR1Ih","name":"Fundamentals of Mechu-Deru","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this tradition at 3rd level, you’ve dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.

        \n

        Additionally, you’ve learned to manipulate the Force to be able to manipulate technology when it couldn’t previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XblRy31agdu3pY8p","name":"Unpredictable Motion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Xjqp6SkY1VZZINmp","name":"Teamwork","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, you gain one of the following features. Choose Takedown for Vonil or Rebuttal for Ishu.

        \n
        \n
        \n

        TAKEDOWN

        \n

        When your companion takes the Help action and helps you, you have advantage on the next two ability checks or attack rolls you make before the start of your next turn, instead of only one. When you take the Help action and help your companion, your companion has advantage on the next two ability checks or attack rolls it makes before the start of its next turn, instead of only one.

        \n
        \n

        REBUTTAL

        \n

        When your companion takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of your next turn. When you take the Help action and help your companion, it gains temporary hit points equal to your guardian level that last until the start of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Xs7cWfBnM2YbgDro","name":"Powered Ambush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"XunBynvxZH9qkNEs","name":"Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 5th level
        You can attack twice, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"Y2cWj5z4tzpjRIRs","name":"Step of the Wind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vGzTcQOIcQjoywiV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Step of the Wind","tint":"","transfer":false}]} +{"_id":"Y78JOUdUxUJXEfa5","name":"Borrowed Luck","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you have gained the ability to unnaturally alter luck in your favor. Once per round, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.

        \n

        While you have a borrowed luck roll, you can expend it and replace any ability check, attack roll, or saving throw made by you or a creature that you can see with the value of the borrowed luck roll. You can only have one borrowed luck roll at a time, and you lose any unused borrowed luck rolls when you complete a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YDFvlQoQGtDHItHJ","name":"Vow of Serenity","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"YFrVQpPzar30Wpgx","name":"Bonus Proficiencies (Engineer: Audiotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in three musical instruments and audiotech’s implements. Additionally, when you engage in crafting with audiotech's implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YHPUv9lN3nCapAgP","name":"Persistent Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 15th level
        Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"YILPj7H9L99CQe66","name":"Ideal of the Fighter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"XHCrVmEzofUrSp92","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Fighter Manifestation","tint":"","transfer":false}]} +{"_id":"YJ2zLLl5OHh2jsIo","name":"Commander's Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.

        \n

        When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[{"_id":"wKykywwuET5VLIq9","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","label":"Commander's Strike","tint":"","transfer":false}]} +{"_id":"YND5s9bZK1Fp05dX","name":"Size Matters Not","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

        \n

        Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YNEq4nPSbz5EOjIG","name":"Extra Attack (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 5th level
        You can attack twice, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Monk 5","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"YO47dPo3A0QCh006","name":"Stunning Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 5th level

        \n

        You can interfere with an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"4dFUDkdvSyxGELb8","flags":{"core":{"statusId":"stun"},"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"icons/svg/daze.svg","label":"Stunned","tint":"","transfer":false}]} -{"_id":"YQbpwkUPMTaSkhNq","name":"Center of the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YQjndSMMsWAJSeMy","name":"Disorienting Kinetics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when a creature fails the saving throw against your Force-Empowered Detonators feature, you can spend 2 force points to subject it to the effects of one of the following force powers: affliction, force blind/deafen, stun, or stun droid. They automatically fail the saving throw for the selected power, but the effects only last until the end of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YWsDFY7hQEabL8PH","name":"Bombard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YdwjtKxTKAL8WBQl","name":"Tracker Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized tracker droid companion.

        \n

        Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

        \n

        If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

        \n

        Your tracker droid gains a variety of benefits while it is interfaced with you:

        \n
          \n
        • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
        • \n
        • Your tracker droid’s level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
        • \n
        • Your tracker droid has the proficiency bonus of a player character of the same level.
        • \n
        • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid’s abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
        • \n
        • Your tracker droid can not wear armor or have armor integrated in its chassis.
        • \n
        • Your tracker droid is a valid target of the tracker droid interface tech power.
        • \n
        \n

        GENERATING YOUR TRACKER DROID

        \n

        Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

        \n

        Once you’ve selected your tracker droid, you assign your tracker droid’s ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

        \n
        \n

        TRACKER DROID FEATURES

        \n

        All tracker droids share the following traits.

        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d4 per tracker droid companion level
        • \n
        • Hit Points at 1st Level: 4 + your tracker droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid’s Constitution modifier per tracker droid level after 1st
        • \n
        \n

        RESISTANCES AND VULNERABILITIES

        \n
        \n
          \n
        • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
        • \n
        • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
        • \n
        \n

        PROFICIENCIES

        \n
        \n
          \n
        • Tools: Your choice of demolitions kit, security kit, or slicer’s kit
        • \n
        • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
        • \n
        • Skills: Two of your choice
        • \n
        \n

        FEATURES

        \n
        \n
          \n
        • Armor Class: Your tracker droid’s armor class equals 10 + its Dexterity modifier. Your tracker droid can’t wear armor or have it integrated.
        • \n
        • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can’t be removed while your tracker droid is conscious. Your tracker droid’s shockprod deals 1 lightning damage on a hit, and it has the finesse property.
        • \n
        • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
        • \n
        • Size: Tiny
        • \n
        • Speed: 20 feet
        • \n
        • Type: Droid
        • \n
        \n

        TRACKER DROID UPGRADES

        \n

        The traits are presented in alphabetical order.

        \n
        \n
        \n

        AERIAL TRAVEL PACKAGE

        \n

        Your tracker droid companion has a 30 foot flying speed.

        \n
        \n

        CAMOUFLAGE MODULE

        \n

        You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

        \n

        Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module�s maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

        \n
        \n

        DARKVISION OPTICS

        \n

        Your tracker droid has darkvision to a range of 60 feet. If your tracker droid already has darkvision, this modification increases its range by 30 feet.

        \n
        \n

        EXPERTISE PROTOCOL

        \n

        Prerequisite: 5th level
        You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

        \n
        \n

        FLYBY

        \n

        Opportunity attacks made against your tracker droid have disadvantage.

        \n
        \n

        FOUR-ARMED TRACKER

        \n

        Prerequisite: Pintsized Arms or Undersized Arms
        Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

        \n
        \n

        HEAVY PLATING

        \n

        Your tracker droid companion's armor class becomes 14.

        \n
        \n

        INTERFACED ASSISTANCE PROTOCOL

        \n

        Prerequisite: 5th level
        While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

        \n
        \n

        INTERFACED CRAFTING PROTOCOL

        \n

        Prerequisite: 5th level
        While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you make an ability check using artisan’s implements with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

        \n
        \n

        INTERFACED DISTRACTION PROTOCOL

        \n

        Prerequisite: 5th level
        While you are interfaced with your tracker droid via the tracker droid interface tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature’s reach.

        \n
        \n

        INTERFACED HEALING PROTOCOL

        \n

        Prerequisite: 5th level
        While you are interfaced with your tracker droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

        \n
        \n

        INTERFACED TRACKING PROTOCOL

        \n

        Prerequisite: 5th level
        While you are interfaced with your tracker droid via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

        \n
        \n

        KEEN HEARING

        \n

        Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

        \n
        \n

        KEEN SIGHT

        \n

        Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n

        KEEN SMELL

        \n

        Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

        \n
        \n

        LASER CUTTER

        \n

        Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

        \n
        \n

        LIGHT PLATING

        \n

        Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

        \n
        \n

        MEDIUM PLATING

        \n

        Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

        \n
        \n

        PINTSIZED ARMS

        \n

        Prerequisite: Size Tiny
        Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use medium or heavy shields. Additionally, your tracker droid can’t wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

        \n
        \n

        PROFICIENCY PROTOCOL

        \n

        You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

        \n
        \n

        RANGED INTERFACE PROTOCOL

        \n

        The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

        \n
        \n

        RANGED SHOCKSHOT

        \n

        Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

        \n
        \n

        SCOMP LINK

        \n

        Prerequisite: 9th level
        Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer’s kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

        \n
        \n

        SENTRY DISH

        \n

        Your tracker droid learns the alarm tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

        \n
        \n

        SIZE: SMALL

        \n

        Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

        \n
        \n

        SPIDER LEGS

        \n

        Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        STORAGE

        \n

        Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

        \n
        \n

        TECHCASTING RANGE PROTOCOL

        \n

        You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

        \n
        \n

        TRUESIGHT OPTICS

        \n

        Prerequisite: 11th level
        Prerequisite: Darkvision Optics
        Your droid can see through illusions and detect invisibility within 60 feet, as with truesight.

        \n
        \n

        UNDERSIZED ARMS

        \n

        Prerequisite: Size Small
        Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use heavy shields. Additionally, your tracker droid can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YfR2xFy4SDFa31MN","name":"Heroes's Feast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you have developed a signature feast that is the purest distillation of your knowledge and talent as a chef.

        \n

        Over the course of a long rest, you can expend rare culinary supplies worth 1,000 cr to create your feast, which can feed a number of creatures equal to twice your Intelligence modifier. Any creature partaking in the feast gains the following benefits:

        \n
          \n
        • It is cured of all poisons and disease, and becomes immune to poison and disease.
        • \n
        • It makes Wisdom saving throws to avoid being frightened with advantage.
        • \n
        • Its hit point maximum and current hit points increase by 2d10.
        • \n
        \n

        These benefits last until the end of the creature’s next long rest or 24 hours have passed. This feature has no effect on droids or constructs.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YnM0Nxhfsvkr01Vh","name":"Enhanced Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"YszZ1AF6d5Ajrz5C","name":"Ability Score Improvement (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"Z7Ku1V9dXCInJ6eK","name":"Twisting Winds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZAGjuz5DZXFXIRjn","name":"Concussive Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YQbpwkUPMTaSkhNq","name":"Center of the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 20th level

        \n

        You are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

        \n
        \n

        By default Dex and Wis are boosted when this feature is on a sheet, edit the effects before placing it on a sheet if the character would choose Cha instead of Wis

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 20","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"SxmhOmW1389OiJoa","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Center of the Force","tint":"","transfer":true}]} +{"_id":"YQjndSMMsWAJSeMy","name":"Disorienting Kinetics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when a creature fails the saving throw against your Force-Empowered Detonators feature, you can spend 2 force points to subject it to the effects of one of the following force powers: affliction, force blind/deafen, stun, or stun droid. They automatically fail the saving throw for the selected power, but the effects only last until the end of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YUyOhgOreVbOsOKS","name":"Glorious Defense","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Exhibition Specialist: 15th level

        \n

        Your glory on the battlefront can misdirect attacks. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Reaction.webp","effects":[]} +{"_id":"YWsDFY7hQEabL8PH","name":"Bombard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YdwjtKxTKAL8WBQl","name":"Tracker Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized tracker droid companion.

        \n

        Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

        \n

        If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

        \n

        Your tracker droid gains a variety of benefits while it is interfaced with you:

        \n
          \n
        • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
        • \n
        • Your tracker droid’s level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
        • \n
        • Your tracker droid has the proficiency bonus of a player character of the same level.
        • \n
        • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid’s abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
        • \n
        • Your tracker droid can not wear armor or have armor integrated in its chassis.
        • \n
        • Your tracker droid is a valid target of the tracker droid interface tech power.
        • \n
        \n

        GENERATING YOUR TRACKER DROID

        \n

        Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

        \n

        Once you’ve selected your tracker droid, you assign your tracker droid’s ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

        \n
        \n

        TRACKER DROID FEATURES

        \n

        All tracker droids share the following traits.

        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d4 per tracker droid companion level
        • \n
        • Hit Points at 1st Level: 4 + your tracker droid’s Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid’s Constitution modifier per tracker droid level after 1st
        • \n
        \n

        RESISTANCES AND VULNERABILITIES

        \n
        \n
          \n
        • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
        • \n
        • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
        • \n
        \n

        PROFICIENCIES

        \n
        \n
          \n
        • Tools: Your choice of demolitions kit, security kit, or slicer’s kit
        • \n
        • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
        • \n
        • Skills: Two of your choice
        • \n
        \n

        FEATURES

        \n
        \n
          \n
        • Armor Class: Your tracker droid’s armor class equals 10 + its Dexterity modifier. Your tracker droid can’t wear armor or have it integrated.
        • \n
        • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can’t be removed while your tracker droid is conscious. Your tracker droid’s shockprod deals 1 lightning damage on a hit, and it has the finesse property.
        • \n
        • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
        • \n
        • Size: Tiny
        • \n
        • Speed: 20 feet
        • \n
        • Type: Droid
        • \n
        \n

        TRACKER DROID UPGRADES

        \n

        The traits are presented in alphabetical order.

        \n
        \n
        \n

        AERIAL TRAVEL PACKAGE

        \n

        Your tracker droid companion has a 30 foot flying speed.

        \n
        \n

        CAMOUFLAGE MODULE

        \n

        You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

        \n

        Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module�s maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

        \n
        \n

        DARKVISION OPTICS

        \n

        Your tracker droid has darkvision to a range of 60 feet. If your tracker droid already has darkvision, this modification increases its range by 30 feet.

        \n
        \n

        EXPERTISE PROTOCOL

        \n

        Prerequisite: 5th level
        You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

        \n
        \n

        FLYBY

        \n

        Opportunity attacks made against your tracker droid have disadvantage.

        \n
        \n

        FOUR-ARMED TRACKER

        \n

        Prerequisite: Pintsized Arms or Undersized Arms
        Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

        \n
        \n

        HEAVY PLATING

        \n

        Your tracker droid companion's armor class becomes 14.

        \n
        \n

        INTERFACED ASSISTANCE PROTOCOL

        \n

        Prerequisite: 5th level
        While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

        \n
        \n

        INTERFACED CRAFTING PROTOCOL

        \n

        Prerequisite: 5th level
        While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you make an ability check using artisan’s implements with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

        \n
        \n

        INTERFACED DISTRACTION PROTOCOL

        \n

        Prerequisite: 5th level
        While you are interfaced with your tracker droid via the tracker droid interface tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature’s reach.

        \n
        \n

        INTERFACED HEALING PROTOCOL

        \n

        Prerequisite: 5th level
        While you are interfaced with your tracker droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

        \n
        \n

        INTERFACED TRACKING PROTOCOL

        \n

        Prerequisite: 5th level
        While you are interfaced with your tracker droid via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

        \n
        \n

        KEEN HEARING

        \n

        Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

        \n
        \n

        KEEN SIGHT

        \n

        Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n

        KEEN SMELL

        \n

        Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

        \n
        \n

        LASER CUTTER

        \n

        Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

        \n
        \n

        LIGHT PLATING

        \n

        Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

        \n
        \n

        MEDIUM PLATING

        \n

        Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

        \n
        \n

        PINTSIZED ARMS

        \n

        Prerequisite: Size Tiny
        Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use medium or heavy shields. Additionally, your tracker droid can’t wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

        \n
        \n

        PROFICIENCY PROTOCOL

        \n

        You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

        \n
        \n

        RANGED INTERFACE PROTOCOL

        \n

        The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

        \n
        \n

        RANGED SHOCKSHOT

        \n

        Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

        \n
        \n

        SCOMP LINK

        \n

        Prerequisite: 9th level
        Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer’s kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

        \n
        \n

        SENTRY DISH

        \n

        Your tracker droid learns the alarm tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

        \n
        \n

        SIZE: SMALL

        \n

        Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

        \n
        \n

        SPIDER LEGS

        \n

        Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

        \n
        \n

        STORAGE

        \n

        Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

        \n
        \n

        TECHCASTING RANGE PROTOCOL

        \n

        You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

        \n
        \n

        TRUESIGHT OPTICS

        \n

        Prerequisite: 11th level
        Prerequisite: Darkvision Optics
        Your droid can see through illusions and detect invisibility within 60 feet, as with truesight.

        \n
        \n

        UNDERSIZED ARMS

        \n

        Prerequisite: Size Small
        Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use heavy shields. Additionally, your tracker droid can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YfL8MY3JOPJ1Gf1O","name":"Scout Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 3rd, 7th, 9th, 15th, and 17th level

        \n

        You’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

        \n

        At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet

        \n

        SCOUT ROUTINES

        \n

        The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

        \n
        \n
        \n

        ADAPTABILITY ROUTINE

        \n

        At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        MAVEN’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        MESMER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        NOMAD’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        RESPONDER’S ROUTINE

        \n

        When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

        \n
        \n

        SHARPSHOOTER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

        \n
        \n

        STRIDER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        WARDEN’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"YfR2xFy4SDFa31MN","name":"Heroes's Feast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you have developed a signature feast that is the purest distillation of your knowledge and talent as a chef.

        \n

        Over the course of a long rest, you can expend rare culinary supplies worth 1,000 cr to create your feast, which can feed a number of creatures equal to twice your Intelligence modifier. Any creature partaking in the feast gains the following benefits:

        \n
          \n
        • It is cured of all poisons and disease, and becomes immune to poison and disease.
        • \n
        • It makes Wisdom saving throws to avoid being frightened with advantage.
        • \n
        • Its hit point maximum and current hit points increase by 2d10.
        • \n
        \n

        These benefits last until the end of the creature’s next long rest or 24 hours have passed. This feature has no effect on droids or constructs.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YnM0Nxhfsvkr01Vh","name":"Enhanced Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YszZ1AF6d5Ajrz5C","name":"Ability Score Improvement (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"Z7Ku1V9dXCInJ6eK","name":"Twisting Winds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZAGjuz5DZXFXIRjn","name":"Concussive Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZB8ZC9ekrOMC1NAW","name":"Persuasion's Exploit - Charm","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"ZM7V1WpNbiY9XbzE","name":"Kinetic Ward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can use your reaction to deflect a strike when you are dealt damage by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sentinel level. If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If saber ward is active, you have advantage on the attack roll.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZU13gEZVPufJ7Csp","name":"Preserve Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, as an action, you can channel the Force and evoke healing energy that restores a number of hit points equal to five times your consular level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. This feature has no effect on droids or constructs.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Restores a creature to no more than half its hit point maximum.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZUYgGHpQpiGmxo3A","name":"Bonus Proficiencies (Engineer: Armstech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in armstech’s implements, medium armor, martial blasters, and martial vibroweapons. Additionally, when you engage in crafting with armstech’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZZIIY5ZE7nGrwWHV","name":"Geneticist's Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZbwvEeTXEPwoApqc","name":"Ammunition Upgrades","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, your ammunition enhancements improve.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZcaltXfSW00wZfRn","name":"Survey Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ZoEt4JpvUya3an75","name":"Timeless Vessel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 15th level

        \n

        Your focus sustains you so that you suffer none of the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 15"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"ZBBQHebdqGb2LZ6g","name":"Strider's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"ZM7V1WpNbiY9XbzE","name":"Kinetic Ward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can use your reaction to deflect a strike when you are dealt damage by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sentinel level. If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If saber ward is active, you have advantage on the attack roll.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZU13gEZVPufJ7Csp","name":"Preserve Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, as an action, you can channel the Force and evoke healing energy that restores a number of hit points equal to five times your consular level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. This feature has no effect on droids or constructs.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Restores a creature to no more than half its hit point maximum.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZUYgGHpQpiGmxo3A","name":"Bonus Proficiencies (Engineer: Armstech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in armstech’s implements, medium armor, martial blasters, and martial vibroweapons. Additionally, when you engage in crafting with armstech’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZZIIY5ZE7nGrwWHV","name":"Geneticist's Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZbwvEeTXEPwoApqc","name":"Ammunition Upgrades","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, your ammunition enhancements improve.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZcaltXfSW00wZfRn","name":"Survey Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZoEt4JpvUya3an75","name":"Timeless Vessel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 15th level

        \n

        Your focus sustains you so that you suffer none of the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 15","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"ZtPzMR1E5kqylmVY","name":"Calm and Collected","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 14th level

        \n

        When you make a saving throw caused by an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

        \n

        You can use this feature a number of times equal to your proficiency bonus, as shown in the scholar table. You regain all expended uses when you complete a long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} -{"_id":"ZuL4WCeoY7TvBdZx","name":"Versatile Direction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you can take a second bonus action on each of your turns.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"aGA8MRFycUwVLNFa","name":"Wilderness Expert","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency in Animal Handling. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"aGAQYc3CH95QAgm5","name":"Powerful Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, as a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"aOjtP2LVp16Q6TeQ","name":"Brute Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, once per turn, when you deal damage with a weapon, you can deal an additional 1d4 damage of the same type as the weapon’s damage. If this damage would affect multiple creatures, you can only apply this damage bonus to one of them.

        \n

        This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 and 13th level, and 1d12 at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"aR0lm7tWLj6TSFj5","name":"Martial Arts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 1st level
        Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

        \n

        You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

        \n
          \n
        • Your unarmed strikes and monk weapons gain the finesse property.
        • \n
        • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table.
        • \n
        • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
        • \n
        • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
        • \n
        • You can take the Dash and Disengage actions as a bonus action.
        • \n
        \n
        \n

        Variant: Monks with Lightweapons

        \n

        If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"aT3vCPrH46ei2O6v","name":"Unstable Volley","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, while wielding your tinkercannon, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located within 30 feet of you that you can see. This energy adheres to the surface for 1 minute, after which it erupts. As a part of this bonus action, or as a bonus action on a following turn, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dexterity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successful one.

        \n

        The range at which you can launch your volley increases to 60 feet at 9th level, and 120 feet at 17th level.

        \n

        This damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Riposte (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[{"_id":"gYYZjf3dOHSCHNHb","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false,"macroRepeat":"none"}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","label":"Riposte","tint":"","transfer":false}],"_id":"aYJ1fbkRcvsXqw89"} -{"_id":"acOlNws5mitLSSuE","name":"Modified Biochemist's Pack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify and combine your biochemist’s kit and poisoner’s kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can create your modified biochemist’s pack. You must have a biochemist’s kit, a poisoner’s kit, and materials in order to perform this modification.

        \n

        Your biochemist’s pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified biochemist’s pack has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        Your modified biochemist’s pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.

        \n

        Chemical Mixtures

        \n
        \n

        CORROSIVE MIXTURE

        \n

        Your distributor emits a burst of acid. The target must make a Dexterity sav-ing throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

        \n
        \n

        INVIGORATING MIXTURE

        \n

        Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

        \n
        \n

        NOXIOUS MIXTURE

        \n

        Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

        \n
        \n

        BIOCHEM MODIFICATIONS

        \n
        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n

        BIOCHEMIST’S AMPLIFER

        \n

        Prerequisite: 5th level
        While using your biochemist’s pack as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        BIOCHEMIST’S INHIBITOR

        \n

        Prerequisite: 5th level
        While using your biochemist’s pack as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        CHEMICAL COUNTERAGENTS

        \n

        You may choose one type of damage that benefits from your Biochemist’s Touch and Potent Mixtures features. While wearing your modified biochemist’s pack you have resistance to that type of damage.

        \n

        You can select this modification multiple times. Each time you do so, you must choose a different damage type.

        \n
        \n

        COUNTERTOXIN

        \n

        When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        DETACHABLE DISTRIBUTION SYSTEM

        \n

        You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can’t use it again until you recover it as an action.

        \n

        Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        DRONE DISTRIBUTION SYSTEM

        \n

        You upgrade your distributor, interfacing it with the target of your tracker droid interface power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You

        \n

        regain all expended uses when you complete a short or long rest.

        \n
        \n

        EXPANDED CHEMICALS: COMBUSTIBLES

        \n

        Prerequisite: 5th level
        You add additional chemicals to your modified biochemist’s pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

        \n

        Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        EXPANDED CHEMICALS: CRYOGENICS

        \n

        Prerequisite: 5th level
        You add additional chemicals to your modified biochemist’s pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

        \n

        Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, it gains 1 slowed level until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        EXPANDED CHEMICALS: RESTORATIVE

        \n

        Prerequisite: 5th level
        You add additional chemicals to your modified biochemist’s pack. When you restore hit points with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

        \n

        Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        EXPANDED MIXTURES: ADHESIVE

        \n

        You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature gains 4 slowed levels until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.

        \n
        \n

        EXPANDED MIXTURES: BLINDING

        \n

        You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature

        \n

        is blinded until the start of your next turn.

        \n
        \n

        EXPANDED MIXTURES: HALLUCINOGENIC

        \n

        You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

        \n

        Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

        \n

        This feature has no effect on droids or constructs.

        \n
        \n

        EXPLOSIVE DISTRIBUTION SYSTEM

        \n

        You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        INJECTION APPARATUS

        \n

        You install a wrist mounted injection apparatus into your modified biochemist’s pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can’t use it while the hand is full.

        \n

        When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.

        \n
        \n

        INOCULATION

        \n

        You gain immunity to the poisoned and diseased conditions.

        \n
        \n

        INTEGRATED EVA FUNCTIONALITY

        \n

        You make several additions to your modified biochemist’s pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist’s pack.

        \n
        \n

        KOLTO AEROSOL

        \n

        Prerequisite: 9th level
        You add a special dispersal system to your modified biochemist’s pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.

        \n
        \n

        LONG-RANGE DISTRIBUTION SYSTEM

        \n

        You upgrade your distributor, improving the range. When you use your action to activate your distributor,

        \n

        you can choose to increase the range to 60 feet.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        LUMINOUS GEL

        \n

        You’ve added a light-emitting gel to your modified biochemist’s pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.

        \n
        \n

        OIL SPILL

        \n

        As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        PERSISTENT CHEMICALS

        \n

        Prerequisite: 7th level
        Whenever you use your Biochemist’s Touch feature, you may select one creature that was damaged. At the start of each of that creature’s turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        PIERCING GEL

        \n

        Prerequisite: 11th level
        Prerequisite: Luminous Gel
        Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.

        \n
        \n

        SELF-INJECTION MODULE

        \n

        You install a special kolto injector into your modified biochemist’s pack that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

        \n
        \n

        SMART DISPERSAL SYSTEM

        \n

        When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.

        \n
        \n

        SPRAY DISTRIBUTION SYSTEM

        \n

        You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"anLxaTAHmPqQkmiZ","name":"Careful Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Quick Analysis (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 9th level

        \n

        When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"axScGdmI8vcUKKgV"} +{"_id":"ZuL4WCeoY7TvBdZx","name":"Versatile Direction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you can take a second bonus action on each of your turns.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aGA8MRFycUwVLNFa","name":"Wilderness Expert","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency in Animal Handling. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aGAQYc3CH95QAgm5","name":"Powerful Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, as a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aOjtP2LVp16Q6TeQ","name":"Brute Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, once per turn, when you deal damage with a weapon, you can deal an additional 1d4 damage of the same type as the weapon’s damage. If this damage would affect multiple creatures, you can only apply this damage bonus to one of them.

        \n

        This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 and 13th level, and 1d12 at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aR0lm7tWLj6TSFj5","name":"Martial Arts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 1st level
        Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

        \n

        You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

        \n
          \n
        • Your unarmed strikes and monk weapons gain the finesse property.
        • \n
        • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table.
        • \n
        • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
        • \n
        • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
        • \n
        • You can take the Dash and Disengage actions as a bonus action.
        • \n
        \n
        \n

        Variant: Monks with Lightweapons

        \n

        If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"aT3vCPrH46ei2O6v","name":"Unstable Volley","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, while wielding your tinkercannon, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located within 30 feet of you that you can see. This energy adheres to the surface for 1 minute, after which it erupts. As a part of this bonus action, or as a bonus action on a following turn, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dexterity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successful one.

        \n

        The range at which you can launch your volley increases to 60 feet at 9th level, and 120 feet at 17th level.

        \n

        This damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"aYJ1fbkRcvsXqw89","name":"Riposte (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[{"_id":"gYYZjf3dOHSCHNHb","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false,"macroRepeat":"none"}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","label":"Riposte","tint":"","transfer":false}]} +{"_id":"acOlNws5mitLSSuE","name":"Modified Biochemist's Pack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to modify and combine your biochemist’s kit and poisoner’s kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can create your modified biochemist’s pack. You must have a biochemist’s kit, a poisoner’s kit, and materials in order to perform this modification.

        \n

        Your biochemist’s pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified biochemist’s pack has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        Your modified biochemist’s pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.

        \n

        Chemical Mixtures

        \n
        \n

        CORROSIVE MIXTURE

        \n

        Your distributor emits a burst of acid. The target must make a Dexterity sav-ing throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

        \n
        \n

        INVIGORATING MIXTURE

        \n

        Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

        \n
        \n

        NOXIOUS MIXTURE

        \n

        Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

        \n
        \n

        BIOCHEM MODIFICATIONS

        \n
        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n

        BIOCHEMIST’S AMPLIFER

        \n

        Prerequisite: 5th level
        While using your biochemist’s pack as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        BIOCHEMIST’S INHIBITOR

        \n

        Prerequisite: 5th level
        While using your biochemist’s pack as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        CHEMICAL COUNTERAGENTS

        \n

        You may choose one type of damage that benefits from your Biochemist’s Touch and Potent Mixtures features. While wearing your modified biochemist’s pack you have resistance to that type of damage.

        \n

        You can select this modification multiple times. Each time you do so, you must choose a different damage type.

        \n
        \n

        COUNTERTOXIN

        \n

        When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        DETACHABLE DISTRIBUTION SYSTEM

        \n

        You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can’t use it again until you recover it as an action.

        \n

        Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        DRONE DISTRIBUTION SYSTEM

        \n

        You upgrade your distributor, interfacing it with the target of your tracker droid interface power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You

        \n

        regain all expended uses when you complete a short or long rest.

        \n
        \n

        EXPANDED CHEMICALS: COMBUSTIBLES

        \n

        Prerequisite: 5th level
        You add additional chemicals to your modified biochemist’s pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

        \n

        Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        EXPANDED CHEMICALS: CRYOGENICS

        \n

        Prerequisite: 5th level
        You add additional chemicals to your modified biochemist’s pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

        \n

        Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, it gains 1 slowed level until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        EXPANDED CHEMICALS: RESTORATIVE

        \n

        Prerequisite: 5th level
        You add additional chemicals to your modified biochemist’s pack. When you restore hit points with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

        \n

        Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        EXPANDED MIXTURES: ADHESIVE

        \n

        You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature gains 4 slowed levels until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.

        \n
        \n

        EXPANDED MIXTURES: BLINDING

        \n

        You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature

        \n

        is blinded until the start of your next turn.

        \n
        \n

        EXPANDED MIXTURES: HALLUCINOGENIC

        \n

        You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

        \n

        Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

        \n

        This feature has no effect on droids or constructs.

        \n
        \n

        EXPLOSIVE DISTRIBUTION SYSTEM

        \n

        You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        INJECTION APPARATUS

        \n

        You install a wrist mounted injection apparatus into your modified biochemist’s pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can’t use it while the hand is full.

        \n

        When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.

        \n
        \n

        INOCULATION

        \n

        You gain immunity to the poisoned and diseased conditions.

        \n
        \n

        INTEGRATED EVA FUNCTIONALITY

        \n

        You make several additions to your modified biochemist’s pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist’s pack.

        \n
        \n

        KOLTO AEROSOL

        \n

        Prerequisite: 9th level
        You add a special dispersal system to your modified biochemist’s pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.

        \n
        \n

        LONG-RANGE DISTRIBUTION SYSTEM

        \n

        You upgrade your distributor, improving the range. When you use your action to activate your distributor,

        \n

        you can choose to increase the range to 60 feet.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        \n

        LUMINOUS GEL

        \n

        You’ve added a light-emitting gel to your modified biochemist’s pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.

        \n
        \n

        OIL SPILL

        \n

        As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        PERSISTENT CHEMICALS

        \n

        Prerequisite: 7th level
        Whenever you use your Biochemist’s Touch feature, you may select one creature that was damaged. At the start of each of that creature’s turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        PIERCING GEL

        \n

        Prerequisite: 11th level
        Prerequisite: Luminous Gel
        Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.

        \n
        \n

        SELF-INJECTION MODULE

        \n

        You install a special kolto injector into your modified biochemist’s pack that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

        \n
        \n

        SMART DISPERSAL SYSTEM

        \n

        When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.

        \n
        \n

        SPRAY DISTRIBUTION SYSTEM

        \n

        You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"anLxaTAHmPqQkmiZ","name":"Careful Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"axScGdmI8vcUKKgV","name":"Quick Analysis (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 9th level

        \n

        When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} {"_id":"b0WjDimfOHRP79M6","name":"Loth-Cat's Instinct","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        While you're raging, other creatures have disadvantage on opportunity attack rolls against you, and you can also use the Dash action as a bonus action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[]} -{"_id":"b3uHUpwxSYCU0iLM","name":"Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

        \n

        When you finish a long rest, you reduce your exhaustion level by 2 rather than 1. Additionally, any effect that removes exhaustion reduces your exhaustion by 1 additional level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bMmeeDNTAIqgqH4f","name":"Second Wind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 1st level
        You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

        \n

        Once you’ve used this feature, you must finish a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+@classes.fighter.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} -{"_id":"bPPhHr2oAZGmovhh","name":"Overwhelm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make, or if one creatures fails the saving throw against your weapon’s burst or rapid property, before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 15"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bRDz6yfrDH3IA5F9","name":"Discoveries (Politician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the political world. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        CHARMING FEINT

        \n

        Allies within range of your Motivating Diplomat feature also gain a bonus to their damage roll equal to half your Intelligence modifier (rounded down).

        \n
        \n

        DEMANDING LEADER

        \n

        Prerequisite: 5th level
        The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.

        \n
        \n

        DOMINATING PRESENCE

        \n

        Prerequisite: 15th level
        As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver save DC. On a failed save, until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do.

        \n

        During this time you can use your reaction to force the creature to use its reaction.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        INFLUENCER

        \n

        Prerequisite: 5th level
        The range on the your Motivating Diplomat feature is increased to 15 feet.

        \n
        \n

        RELIABLE WORDS

        \n

        Prerequisite: 9th level
        When you make a Deception, Intimidation, or Persuasion skill check, you may treat any roll 9 or lower as if you had rolled a 10.

        \n
        \n

        SOCIAL OPPORTUNIST

        \n

        You can add half your proficiency bonus (rounded down) to any Charisma check you make that doesn’t already include your proficiency bonus.

        \n
        \n

        TYRANT’S FEROCITY

        \n

        You have advantage on any attack against a creature that is charmed by you or frightened of you.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bSfH6gmGAeJWWSwq","name":"Gambler's Aptitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency in your choice of the Insight, Deception, Persuasion, or Sleight of Hand skills. Additionally, you gain proficiency in three gaming sets of your choice, and you have advantage on any ability check you make that uses any of these gaming sets.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bXxLsDfA3w1lZcvI","name":"Additional Maneuvers (Scholar: Occultist)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Occultist Pursuit: 3rd level

        \n

        You gain access to new maneuvers which reflect the progress of your studies of the supernatural. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        Agonizing Lethargy

        \n

        You can use an action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage for each attack it makes until the start of your next turn. A creature targeted by your Critical Analysis has disadvantage on the save.

        \n
        \n

        Befogging Ichor

        \n

        You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw. On a failed save, the target can't take reactions until the start of its next turn and on its turn must use its movement to move half its speed in a random direction. Roll a d8 and assign a direction to each face. If the direction rolled is blocked, the target doesn't move.

        \n
        \n

        Chains of Transfixing

        \n

        You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or gain four levels of slowed until the start of your next turn.

        \n
        \n

        Dark Transference

        \n

        When you hit the target of your Critical Analysis with an attack, you can expend a superiority die and roll it to attempt to siphon life from it. The target must succeed on a Constitution saving throw. On a failed save, add the result to the damage roll, and you regain one expended Hit Die.

        \n
        \n

        Deathseek

        \n

        When an attack made against the target of your Critical Analysis that you can see would miss, you can use a reaction to expend a superiority die and roll it to force the creature to instead take the hit. The creature must succeed on a Wisdom saving throw. On a failed save, the target takes the minimum damage the attack could have dealt plus additional damage equal to the roll.

        \n
        \n

        Reverse Curse

        \n

        When another creature attempts to charm or frighten you or an ally you can see within 15 feet of you, you can use your reaction to expend a superiority die and roll it to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw or be be charmed or frightened by you, dependent on the triggering ability, for a number of rounds equal to the die roll or until the creature takes any damage.

        \n
        \n

        Shadow Puppetry

        \n

        When a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to expend a superiority die to give that creature a final act of aggression. That creature can immediately move a number of feet equal to 5 times the result of the die and make a single weapon attack against a target of your choice within its attack range, adding the die to the attack roll.

        \n
        \n

        Water of Life

        \n

        When an allied creature within 30 feet that you can see takes damage, you can use a reaction to expend a superiority die and roll it. The ally regains a number of hit points equal to the roll + your Intelligence modifier.

        \n
        \n

        Wracking Torment

        \n

        When a hostile creature you can see within 30 feet would take damage from an effect you or a friendly creature controls, you can use your reaction to expend a superiority die to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or power.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"_id":"ba3N86GYUCNFQHKm","name":"Disciple of Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, when you cast a force power that restores hit points, you can use Wisdom or Charisma as your forcecasting ability for it.

        \n

        Additionally, whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power’s level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bfI8uiDYajYnDMXR","name":"Enlightened Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if it doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bfmpE9LUMpZ4l2ax","name":"Improved Force-Empowered Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, you’ve gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.

        \n
        \n
        \n

        HARMONIC SYNTHESIS

        \n

        When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.

        \n
        \n

        CONSERVATION OF ENERGY

        \n

        When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bi8G8H5Ur9B3BAyM","name":"Brutal Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 9th, 13th, and 17th level
        You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

        \n

        This increases to two additional dice at 13th level and three additional dice at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"boJLDGKWXUcLVjT6","name":"Engineering Bombardment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, the harmful energies of your tech powers and class features intensify. When you roll damage for a tech power or class feature and roll the highest number possible on any of the dice, you can roll it again and use both results. You can only use this ability once per tech power or class feature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"bruzCyhEhIsNvHwG","name":"Vow of Fate","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level

        \n

        When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"b3uHUpwxSYCU0iLM","name":"Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

        \n

        When you finish a long rest, you reduce your exhaustion level by 2 rather than 1. Additionally, any effect that removes exhaustion reduces your exhaustion by 1 additional level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Mark of Triage","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You learn new ways to use your Ranger's Quarry.

        \n
          \n
        • While a hostile creature is the target of your Ranger's Quarry, you always know any conditions it is suffering from, and you know at roughly what percentage its current hit points is relative to its maximum. Additionally, if the target is within 60 feet of you. when it is forced to make a Constitution saving throw, you can use your reaction to force it to make the roll with disadvantage. Once you've used this feature, you must complete a short or long rest before you can use it again.
        • \n
        • While a friendly creature is the target of your Ranger's Quarry, you have advantage on Wisdom (Medicine) checks made to stabilize it. Additionally, if the target is within 60 feet of you, you can use your bonus action and roll your Ranger's Quarry and either restore hit points equal to the amount rolled, or grant temporary hit points equal to the amount rolled. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
        • \n
        ","chat":"","unidentified":""},"requirements":"Triage Technique: 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[],"_id":"b4i0cdqb3giLWYHz"} +{"_id":"bMmeeDNTAIqgqH4f","name":"Second Wind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 1st level
        You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

        \n

        Once you’ve used this feature, you must finish a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+@classes.fighter.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Fighter 1"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} +{"_id":"bPPhHr2oAZGmovhh","name":"Overwhelm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make, or if one creatures fails the saving throw against your weapon’s burst or rapid property, before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 15","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bRDz6yfrDH3IA5F9","name":"Discoveries (Politician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the political world. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        CHARMING FEINT

        \n

        Allies within range of your Motivating Diplomat feature also gain a bonus to their damage roll equal to half your Intelligence modifier (rounded down).

        \n
        \n

        DEMANDING LEADER

        \n

        Prerequisite: 5th level
        The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.

        \n
        \n

        DOMINATING PRESENCE

        \n

        Prerequisite: 15th level
        As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver save DC. On a failed save, until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do.

        \n

        During this time you can use your reaction to force the creature to use its reaction.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        INFLUENCER

        \n

        Prerequisite: 5th level
        The range on the your Motivating Diplomat feature is increased to 15 feet.

        \n
        \n

        RELIABLE WORDS

        \n

        Prerequisite: 9th level
        When you make a Deception, Intimidation, or Persuasion skill check, you may treat any roll 9 or lower as if you had rolled a 10.

        \n
        \n

        SOCIAL OPPORTUNIST

        \n

        You can add half your proficiency bonus (rounded down) to any Charisma check you make that doesn’t already include your proficiency bonus.

        \n
        \n

        TYRANT’S FEROCITY

        \n

        You have advantage on any attack against a creature that is charmed by you or frightened of you.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bSfH6gmGAeJWWSwq","name":"Gambler's Aptitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency in your choice of the Insight, Deception, Persuasion, or Sleight of Hand skills. Additionally, you gain proficiency in three gaming sets of your choice, and you have advantage on any ability check you make that uses any of these gaming sets.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bXxLsDfA3w1lZcvI","name":"Additional Maneuvers (Scholar: Occultist)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Occultist Pursuit: 3rd level

        \n

        You gain access to new maneuvers which reflect the progress of your studies of the supernatural. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        Agonizing Lethargy

        \n

        You can use an action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage for each attack it makes until the start of your next turn. A creature targeted by your Critical Analysis has disadvantage on the save.

        \n
        \n

        Befogging Ichor

        \n

        You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw. On a failed save, the target can't take reactions until the start of its next turn and on its turn must use its movement to move half its speed in a random direction. Roll a d8 and assign a direction to each face. If the direction rolled is blocked, the target doesn't move.

        \n
        \n

        Chains of Transfixing

        \n

        You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or gain four levels of slowed until the start of your next turn.

        \n
        \n

        Dark Transference

        \n

        When you hit the target of your Critical Analysis with an attack, you can expend a superiority die and roll it to attempt to siphon life from it. The target must succeed on a Constitution saving throw. On a failed save, add the result to the damage roll, and you regain one expended Hit Die.

        \n
        \n

        Deathseek

        \n

        When an attack made against the target of your Critical Analysis that you can see would miss, you can use a reaction to expend a superiority die and roll it to force the creature to instead take the hit. The creature must succeed on a Wisdom saving throw. On a failed save, the target takes the minimum damage the attack could have dealt plus additional damage equal to the roll.

        \n
        \n

        Reverse Curse

        \n

        When another creature attempts to charm or frighten you or an ally you can see within 15 feet of you, you can use your reaction to expend a superiority die and roll it to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw or be be charmed or frightened by you, dependent on the triggering ability, for a number of rounds equal to the die roll or until the creature takes any damage.

        \n
        \n

        Shadow Puppetry

        \n

        When a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to expend a superiority die to give that creature a final act of aggression. That creature can immediately move a number of feet equal to 5 times the result of the die and make a single weapon attack against a target of your choice within its attack range, adding the die to the attack roll.

        \n
        \n

        Water of Life

        \n

        When an allied creature within 30 feet that you can see takes damage, you can use a reaction to expend a superiority die and roll it. The ally regains a number of hit points equal to the roll + your Intelligence modifier.

        \n
        \n

        Wracking Torment

        \n

        When a hostile creature you can see within 30 feet would take damage from an effect you or a friendly creature controls, you can use your reaction to expend a superiority die to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or power.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} +{"_id":"ba3N86GYUCNFQHKm","name":"Disciple of Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, when you cast a force power that restores hit points, you can use Wisdom or Charisma as your forcecasting ability for it.

        \n

        Additionally, whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power’s level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bfI8uiDYajYnDMXR","name":"Enlightened Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 15th level

        \n

        When you are subjected to an effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says it succeeds or fails.

        \n
        \n

        If the GM uses save roll automation they may wish to tweak the rules for this feature.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.cha.mod,@abilities.wis.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} +{"_id":"bfmpE9LUMpZ4l2ax","name":"Improved Force-Empowered Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, you’ve gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.

        \n
        \n
        \n

        HARMONIC SYNTHESIS

        \n

        When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.

        \n
        \n

        CONSERVATION OF ENERGY

        \n

        When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bi8G8H5Ur9B3BAyM","name":"Brutal Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 9th, 13th, and 17th level
        You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

        \n

        This increases to two additional dice at 13th level and three additional dice at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"boJLDGKWXUcLVjT6","name":"Engineering Bombardment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, the harmful energies of your tech powers and class features intensify. When you roll damage for a tech power or class feature and roll the highest number possible on any of the dice, you can roll it again and use both results. You can only use this ability once per tech power or class feature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bruzCyhEhIsNvHwG","name":"Vow of Fate","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level

        \n

        When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"bxduZpJUrPFhtk0B","name":"Voodoo Doll: Stab","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

        \n
          \n
        • Stab: The target must succeed on a Dexterity saving throw or gain 2 slowed levels and fall prone. The slowed levels effect lasts for 1 hour.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Action.webp","effects":[{"_id":"We3R2BTbAbusQlNm","flags":{"core":{"statusId":"prone"},"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/falling.svg","label":"Prone","tint":"","transfer":false}]} -{"_id":"bxplvoz7hgvle27O","name":"Predator's Resolve","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have advantage on Constitution saving throws.
        • \n
        • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum of one).
        • \n
        • When you use your Hunting Party feature and the target of the attack is your Ranger’s Quarry, your ally gains a bonus to damage on the attack equal to your Ranger’s Quarry Damage Die.
        • \n
        \n

        Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"byZ3LtPPfMXxiVNI","name":"Resilient Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, when you expend a use of your Adaptive Fighting, you gain resistance to energy and kinetic damage dealt by weapons until the start of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"bxplvoz7hgvle27O","name":"Predator's Resolve","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have advantage on Constitution saving throws.
        • \n
        • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum of one).
        • \n
        • When you use your Hunting Party feature and the target of the attack is your Ranger’s Quarry, your ally gains a bonus to damage on the attack equal to your Ranger’s Quarry Damage Die.
        • \n
        \n

        Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"byZ3LtPPfMXxiVNI","name":"Resilient Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, when you expend a use of your Adaptive Fighting, you gain resistance to energy and kinetic damage dealt by weapons until the start of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"c2EKj2uxtNG9wtR3","name":"Vow of The Nemesis","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level

        \n

        As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.

        \n

        This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 13"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Bonus.webp","effects":[{"_id":"9sg8YBqSCKXtIKYw","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Bonus.webp","label":"Nemesis","tint":"","transfer":false}]} -{"_id":"c3xsQBfsxcbhhGRw","name":"Sarlaac Sweep","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"c5gqtKDUKlaW0IFw","name":"Indomitable (Sentinel: Tenacity)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, the Force flowing through you makes it harder for movement to be forced upon you. You have advantage on ability checks and saving throws to avoid being grappled or moved. If you fail the saving throw or ability check, you can spend 1 force point to reroll one of the dice once. You must use the new roll.

        \n

        Additionally, if allies within 5 feet of you are gaining the benefit of your saber ward force power, they also gain the benefit of this feature.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Reliable Sources (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 9th level

        \n

        When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"cEc697RAEikbjVRp"} -{"_id":"cGv4yOyQ5ZPihigt","name":"Subtle Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 3rd level, you can befuddle a creature’s mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails their saving throw, you can’t use this feature on them again until you finish a long rest.

        \n

        Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense force or force sight power active, they must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"cQ6XePAjRAw2Zm0c","name":"Master of Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • Attack rolls made against you can’t have advantage.
        • \n
        • When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
        • \n
        • When you use your Sarlaac Sweep feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"cXHHpzCSGKw8vRQ8","name":"Blessed Healer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, the healing powers you cast on others heal you as well. When you cast a force power that restores hit points to a creature other than you, you regain hit points equal to 2 + the power’s level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Pushing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"cXhPkdnElJdbSPI6"} -{"_id":"cbdn2Isx1w9y50pQ","name":"Operative Exploits","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 2nd, 7th, 13th, and 17th level

        \n

        You’ve adopted two exploits, as detailed below. You adopt an additional exploit at 7th, 13th, and 17th level.

        \n

        OPERATIVE EXPLOITS

        \n

        The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

        \n
        \n
        \n

        COMMANDER’S EXPLOIT

        \n

        You gain proficiency in medium armor.

        \n
        \n

        EXPLORER’S EXPLOIT

        \n

        You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

        \n
        \n

        FATE’S EXPLOIT

        \n

        Prerequisite: 7th level
        When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

        \n
        \n

        FIGHTER’S EXPLOIT

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

        \n
        \n

        FREEDOM’S EXPLOIT

        \n

        You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

        \n
        \n

        GUERRILLA’S EXPLOIT

        \n

        You only need 4 hours of sleep to gain the benefit of a long rest.

        \n

        Additionally, you have advantage on saving throws against exhaustion.

        \n
        \n

        LEARNER’S EXPLOIT

        \n

        You gain proficiency in a skill and a tool, or two tools.

        \n

        You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

        \n
        \n

        MENTOR’S EXPLOIT

        \n

        Prerequisite: 13th level
        Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

        \n
        \n

        SKILL’S EXPLOIT

        \n

        You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

        \n

        When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        \n

        Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

        \n
          \n
        • Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.
        • \n
        • Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.
        • \n
        • Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.
        • \n
        • Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.
        • \n
        • Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.
        • \n
        • Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.
        • \n
        • Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        \n
        \n

        TECHNOLOGIST’S EXPLOIT

        \n

        Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

        \n

        You can select this exploit multiple times. Each time you do so, you must choose a different power.

        \n
        \n

        WEAPONMASTER’S EXPLOIT

        \n

        You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

        \n

        You can select this exploit multiple times. Each time you do so, you must choose different weapons.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"cdCx5Hvq2rYRMzRj","name":"Blurrg's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"chowZyYpKve4eOGc","name":"Beguiling Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reach 17th level, humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"clqWkMqYU6AWbbz9","name":"Force Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 3rd level
        You’ve developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

        \n
        \n
        \n

        ASHLA

        \n

        When you successfully cast a light side power, either your or the target’s (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

        \n
        \n

        BENDU

        \n

        You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

        \n
        \n

        BOGAN

        \n

        When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"cmlYUe6Bod6p8iOm","name":"Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, you gain one of the following features.

        \n

        Choose Precise Reflection for Shien or Brutal Strikes for Djem So.

        \n
        \n

        PRECISE REFLECTION

        \n

        When you hit with an attack made by the saber reflect power, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        \n
        \n

        BRUTAL STRIKES

        \n

        The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

        \n

        Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"cuge2tnNcZL0TKkO","name":"Studied Shooter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you learn specialized theory typical for practitioners of the enhancement trade. You gain proficiency in your choice of the Lore or Technology skills. Additionally, you learn your choice of the encrypted message or minor image tech power. Intelligence is your techcasting ability for these powers.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"d7wAQPshxavsna3o","name":"Distracting Countenance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, as a bonus action, you can mask yourself with the Force for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your prof-iciency bonus + your Charisma modifier). On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"d9GIIame3PCH16jj","name":"Adrenaline Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, when you use your Action Surge feature, you can take an extra bonus action on top of the additional action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"dLHFgesahAtfy7SH","name":"The Force Unleashed","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, as an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your universal force save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.

        \n

        For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"dLfWtRWtN2DVPXtT","name":"Sovereign Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, your mastery of focus has allowed you to unlock your fullest potential in combat. As a bonus action, you can gain the following effects for 1 minute.

        \n
          \n
        • Your speed is doubled.
        • \n
        • Your AC increases by 2.
        • \n
        • You have advantage on Dexterity saving throws.
        • \n
        • You gain an additional action of each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"dLoHlTMKzbIqVcvU","name":"Vow of The Limber","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level

        \n

        When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"dPWmHiWmpnhHTsgd","name":"Extra Attack (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 5th level
        You can attack twice, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"dTdbL8dypa6BAdnP","name":"Predator's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Your speed increases by 10 feet.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"deJ8sUHUVQaOsVBM","name":"Discoveries (Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ADVANTAGEOUS COMPANION

        \n

        When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.

        \n

        When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.

        \n
        \n

        COLOSSAL COMPANION

        \n

        Prerequisite: 15th level
        You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn’t already and becomes immune to this feature for 24 hours.

        \n
        \n

        HOLOCAM ATTACHMENT

        \n

        You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.

        \n
        \n

        NEAT TRICKS

        \n

        Prerequisite: 5th level
        Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast’s size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast’s size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.

        \n
        \n

        PROTECTIVE FRIEND

        \n

        If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

        \n
        \n

        THE MORE THE MERRIER

        \n

        Prerequisite: 7th level
        Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"diDFFE9tEqoibD43","name":"Bonus Proficiencies (Guardian: Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"c3xsQBfsxcbhhGRw","name":"Sarlaac Sweep","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"c5gqtKDUKlaW0IFw","name":"Indomitable (Sentinel: Tenacity)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, the Force flowing through you makes it harder for movement to be forced upon you. You have advantage on ability checks and saving throws to avoid being grappled or moved. If you fail the saving throw or ability check, you can spend 1 force point to reroll one of the dice once. You must use the new roll.

        \n

        Additionally, if allies within 5 feet of you are gaining the benefit of your saber ward force power, they also gain the benefit of this feature.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cEc697RAEikbjVRp","name":"Reliable Sources (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 9th level

        \n

        When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"cGv4yOyQ5ZPihigt","name":"Subtle Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 3rd level, you can befuddle a creature’s mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails their saving throw, you can’t use this feature on them again until you finish a long rest.

        \n

        Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense force or force sight power active, they must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cQ6XePAjRAw2Zm0c","name":"Master of Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • Attack rolls made against you can’t have advantage.
        • \n
        • When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
        • \n
        • When you use your Sarlaac Sweep feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cXHHpzCSGKw8vRQ8","name":"Blessed Healer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, the healing powers you cast on others heal you as well. When you cast a force power that restores hit points to a creature other than you, you regain hit points equal to 2 + the power’s level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cXhPkdnElJdbSPI6","name":"Pushing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"cbdn2Isx1w9y50pQ","name":"Operative Exploits","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 2nd, 7th, 13th, and 17th level

        \n

        You’ve adopted two exploits, as detailed below. You adopt an additional exploit at 7th, 13th, and 17th level.

        \n

        OPERATIVE EXPLOITS

        \n

        The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

        \n
        \n
        \n

        COMMANDER’S EXPLOIT

        \n

        You gain proficiency in medium armor.

        \n
        \n

        EXPLORER’S EXPLOIT

        \n

        You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

        \n
        \n

        FATE’S EXPLOIT

        \n

        Prerequisite: 7th level
        When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

        \n
        \n

        FIGHTER’S EXPLOIT

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

        \n
        \n

        FREEDOM’S EXPLOIT

        \n

        You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

        \n
        \n

        GUERRILLA’S EXPLOIT

        \n

        You only need 4 hours of sleep to gain the benefit of a long rest.

        \n

        Additionally, you have advantage on saving throws against exhaustion.

        \n
        \n

        LEARNER’S EXPLOIT

        \n

        You gain proficiency in a skill and a tool, or two tools.

        \n

        You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

        \n
        \n

        MENTOR’S EXPLOIT

        \n

        Prerequisite: 13th level
        Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

        \n
        \n

        SKILL’S EXPLOIT

        \n

        You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

        \n

        When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        \n

        Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

        \n
          \n
        • Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.
        • \n
        • Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.
        • \n
        • Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.
        • \n
        • Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.
        • \n
        • Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        • Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.
        • \n
        • Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.
        • \n
        • Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.
        • \n
        \n
        \n

        TECHNOLOGIST’S EXPLOIT

        \n

        Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

        \n

        You can select this exploit multiple times. Each time you do so, you must choose a different power.

        \n
        \n

        WEAPONMASTER’S EXPLOIT

        \n

        You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

        \n

        You can select this exploit multiple times. Each time you do so, you must choose different weapons.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"cdCx5Hvq2rYRMzRj","name":"Blurrg's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"chowZyYpKve4eOGc","name":"Beguiling Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reach 17th level, humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"clqWkMqYU6AWbbz9","name":"Force Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 3rd level
        You’ve developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

        \n
        \n
        \n

        ASHLA

        \n

        When you successfully cast a light side power, either your or the target’s (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

        \n
        \n

        BENDU

        \n

        You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

        \n
        \n

        BOGAN

        \n

        When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"cmlYUe6Bod6p8iOm","name":"Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, you gain one of the following features.

        \n

        Choose Precise Reflection for Shien or Brutal Strikes for Djem So.

        \n
        \n

        PRECISE REFLECTION

        \n

        When you hit with an attack made by the saber reflect power, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        \n
        \n

        BRUTAL STRIKES

        \n

        The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

        \n

        Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cuge2tnNcZL0TKkO","name":"Studied Shooter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you learn specialized theory typical for practitioners of the enhancement trade. You gain proficiency in your choice of the Lore or Technology skills. Additionally, you learn your choice of the encrypted message or minor image tech power. Intelligence is your techcasting ability for these powers.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"d7wAQPshxavsna3o","name":"Distracting Countenance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, as a bonus action, you can mask yourself with the Force for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your prof-iciency bonus + your Charisma modifier). On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"d9GIIame3PCH16jj","name":"Adrenaline Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, when you use your Action Surge feature, you can take an extra bonus action on top of the additional action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dLHFgesahAtfy7SH","name":"The Force Unleashed","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, as an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your universal force save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.

        \n

        For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dLfWtRWtN2DVPXtT","name":"Sovereign Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, your mastery of focus has allowed you to unlock your fullest potential in combat. As a bonus action, you can gain the following effects for 1 minute.

        \n
          \n
        • Your speed is doubled.
        • \n
        • Your AC increases by 2.
        • \n
        • You have advantage on Dexterity saving throws.
        • \n
        • You gain an additional action of each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dLoHlTMKzbIqVcvU","name":"Vow of The Limber","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level

        \n

        When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"dPWmHiWmpnhHTsgd","name":"Extra Attack (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 5th level
        You can attack twice, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"dTdbL8dypa6BAdnP","name":"Predator's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Your speed increases by 10 feet.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"deJ8sUHUVQaOsVBM","name":"Discoveries (Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ADVANTAGEOUS COMPANION

        \n

        When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.

        \n

        When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.

        \n
        \n

        COLOSSAL COMPANION

        \n

        Prerequisite: 15th level
        You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn’t already and becomes immune to this feature for 24 hours.

        \n
        \n

        HOLOCAM ATTACHMENT

        \n

        You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.

        \n
        \n

        NEAT TRICKS

        \n

        Prerequisite: 5th level
        Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast’s size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast’s size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.

        \n
        \n

        PROTECTIVE FRIEND

        \n

        If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

        \n
        \n

        THE MORE THE MERRIER

        \n

        Prerequisite: 7th level
        Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"diDFFE9tEqoibD43","name":"Bonus Proficiencies (Guardian: Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"drcXBckcCFROgzXu","name":"Sleight of Hand's Exploit - Pocket Sand","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"dsIWPK3TOqWwjJRZ","name":"Bogan","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

        \n

         

        \n
        \n

        Foundry can automate these rolls, if you wish to do so, you must edit your damage for each darkside power in your powerbook. Where it the details tab has damage of, for instance, 1d6, enter 1d6r1

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"dtp98aDdpaAZHTnu","name":"Force Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"e59ckcbfMkeZMDqn","name":"Delicate Potency","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast one of cloud minddominate mindmass coerce mind, and dominate monster, you can choose to treat the power as if cast at your Max Power Level.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"eB11052O9iV8tFYK","name":"Systems Hijack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

        \n

        Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"dtp98aDdpaAZHTnu","name":"Force Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"e59ckcbfMkeZMDqn","name":"Delicate Potency","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast one of cloud minddominate mindmass coerce mind, and dominate monster, you can choose to treat the power as if cast at your Max Power Level.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eB11052O9iV8tFYK","name":"Systems Hijack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

        \n

        Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"eBQa0CrHLZmy2bn1","name":"Channel the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 1st level

        \n

        You know how to channel the Force to create a unique effect. You start with your choice of one from two such effects: Cause Harm or Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

        \n

        Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

        \n
        \n

        CAUSE HARM

        \n

        As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

        \n

        LEND AID

        \n

        As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"eDuhGAzyp5GtSQ1h","name":"Potent Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, when you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"eVSjRR9ibtm6kDfT","name":"Furious Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, your throwing techniques have become a perfect extension of your melee prowess. You may count your thrown weapon attacks as if they were melee weapon attacks for the purposes of your class features and feats, such as your Berserker Rage and Reckless Attack abilities.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"eWbTifdXJvvXT4CV","name":"Relentless Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 11th level
        Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"eXjxkCg9Iqs5KekN","name":"Maniacal Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while raging, when you make a Charisma (Intimidation) check, or a creature makes a Wisdom saving throw to avoid being frightened of you, you add your Strength modifier to the check or save DC, as appropriate.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"efOA0nrvUqKJOOeP","name":"Slythmonger Savvy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you gain proficiency in your choice of brewer’s kit or spicer’s kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ejRFTWGKdTdtU1gH","name":"Remarkable Athlete","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"erVDTJSSOgeVv1vC","name":"Heightened Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"f11Wex2VzoorFTfN","name":"Got Your Back","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, once per turn, when your companion is within 10 feet of you, and both you and your companion have to make a saving throw to resist the same effect, either you or your companion can choose to have disadvantage on the save. If either of you do so, the other of the two of you gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

        \n

        At 17th level, your companion must be within 60 feet of you to benefit from this feature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"f1XeMafaqejD02MW","name":"Tech Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Engineer: 20th level
        Your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} -{"_id":"f34HJgbp7fw5ryET","name":"Elemental Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: Kro Var Order: 11th and 17th level

        \n

        At 11th level, you gain one of the following features. You gain an additional option at 17th level.

        \n

        You can use these features a combined number of times equal to half your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.

        \n

        While you have no remaining uses of this feature, you can instead expend 3 focus points to use it. When you do so, your maximum focus points are reduced by 3 until you complete a long rest.

        \n
        \n
        \n

        Earth Reaches for Sky

        \n

        Prerequisite: Crushing Hand of the Mountain or Patient Bantha Listens

        \n

        As an action, you can choose a point you can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

        \n
        \n

        Ride the Wind

        \n

        Prerequisite: Curtain of Unyielding Wind or Rush of the Shyrack

        \n

        As an action, you can gain a flying speed equal to your movement speed for 10 minutes. You can hover while this technique is active, but when it ends, you fall if you are still aloft, unless you can stop the fall.

        \n
        \n

        River of Hungry Flame

        \n

        Prerequisite: Burning Ember Flourish or Hatchling's Flame

        \n

        As an action, you can create a wall of fire on a solid surface within 120 feet. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute.

        \n

        When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

        \n

        One side of the wall, chosen by you when you use this feature, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side of the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

        \n
        \n

        Shape the Flowing River

        \n

        Prerequisite: Shape the Raincloud or Swarming Ice Rabbit

        \n
        As an action, you can control any freestanding water within 300 feet of you inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this feature. As an action on your turn, you can repeat the same effect or choose a different one.
        \n
         
        \n  Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller creatures in the wave's path are carried with it to the other side. Any Huge or smaller creatures struck by the wave have a 25 percent chance of being knocked prone. The water level remains elevated until the feature ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n
         
        \n  Part Water. You cause water in the area to move apart and create a trench. The trench extends across the feature's area, and the separated water forms a wall to either side. The trench remains until the feature ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n
         
        \n  Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the feature's area, it resumes its flow based on the terrain conditions. The water continues co move in the direction you chose until the feature ends or you choose a different effect.\n
         
        \n  Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your feature save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 kinetic damage and is caught in the vortex until the feature ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 kinetic damage; this damage occurs each round it remains in the vortex.
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"f9JvCohVnIKR3kXb","name":"My Little Friend Says Hello There","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn’t already include that modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 3"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fDrprD1zPyK36J4Q","name":"Supernatural Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, whenever the target of your Ranger’s Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger’s Quarry Damage Die, adding it to the roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fFKNqUAWh0ZOhvRc","name":"Indomitable Might","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 18th level
        If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"fJOMvX0p6D3Uklrr","name":"Master of the Unorthodox","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you’ve mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • When you hit a creature with a ranged weapon attack, you have advantage on the next melee weapon attack you make against that creature. When you hit a creature with a melee weapon attack, you have advantage on the next ranged weapon attack you make against that creature.
        • \n
        • When you roll below half the maximum on a damage die, you can treat the roll as if you’d rolled half the maximum on the damage die. You can only affect a number of dice up to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) in this way.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fWurALtwA2SByaXb","name":"Sharpen the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Hardened Mind (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 9th level

        \n

        You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

        \n

        You also gain resistance to psychic damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"TWGL5kQ9lcaQEqOE","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.dr.value","value":"psychic","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Hardened Mind","tint":"","transfer":true}],"_id":"fbCMXrUFevGIWGLG"} -{"_id":"fcIW8kGypXVaSBwM","name":"Flexible Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

        \n

        Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fkw2xa0qoE9CkFDy","name":"Aberrant Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you no longer suffer the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, you no longer need food or water, and you no longer need to sleep. Lastly, the first time you take damage on each of your turns, you can roll your Kinetic Combat die and reduce the damage by that amount.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fll4aLidhhf9Ihvg","name":"Bonus Proficiencies (Scout: Predator)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fobWSSCWmjZ6Fjg9","name":"Form Basics (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ysannanite lightsaber form. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"fwO5oavJvDKyoMTS","name":"Mesmerizing Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eDuhGAzyp5GtSQ1h","name":"Potent Mixtures","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, when you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eVSjRR9ibtm6kDfT","name":"Furious Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, your throwing techniques have become a perfect extension of your melee prowess. You may count your thrown weapon attacks as if they were melee weapon attacks for the purposes of your class features and feats, such as your Berserker Rage and Reckless Attack abilities.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"eWbTifdXJvvXT4CV","name":"Relentless Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 11th level
        Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"eXjxkCg9Iqs5KekN","name":"Maniacal Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while raging, when you make a Charisma (Intimidation) check, or a creature makes a Wisdom saving throw to avoid being frightened of you, you add your Strength modifier to the check or save DC, as appropriate.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"efOA0nrvUqKJOOeP","name":"Slythmonger Savvy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you gain proficiency in your choice of brewer’s kit or spicer’s kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ejRFTWGKdTdtU1gH","name":"Remarkable Athlete","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"erVDTJSSOgeVv1vC","name":"Heightened Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"f11Wex2VzoorFTfN","name":"Got Your Back","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, once per turn, when your companion is within 10 feet of you, and both you and your companion have to make a saving throw to resist the same effect, either you or your companion can choose to have disadvantage on the save. If either of you do so, the other of the two of you gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

        \n

        At 17th level, your companion must be within 60 feet of you to benefit from this feature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"f1XeMafaqejD02MW","name":"Tech Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Engineer: 20th level
        Your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} +{"_id":"f34HJgbp7fw5ryET","name":"Elemental Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: Kro Var Order: 11th and 17th level

        \n

        At 11th level, you gain one of the following features. You gain an additional option at 17th level.

        \n

        You can use these features a combined number of times equal to half your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.

        \n

        While you have no remaining uses of this feature, you can instead expend 3 focus points to use it. When you do so, your maximum focus points are reduced by 3 until you complete a long rest.

        \n
        \n
        \n

        Earth Reaches for Sky

        \n

        Prerequisite: Crushing Hand of the Mountain or Patient Bantha Listens

        \n

        As an action, you can choose a point you can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

        \n
        \n

        Ride the Wind

        \n

        Prerequisite: Curtain of Unyielding Wind or Rush of the Shyrack

        \n

        As an action, you can gain a flying speed equal to your movement speed for 10 minutes. You can hover while this technique is active, but when it ends, you fall if you are still aloft, unless you can stop the fall.

        \n
        \n

        River of Hungry Flame

        \n

        Prerequisite: Burning Ember Flourish or Hatchling's Flame

        \n

        As an action, you can create a wall of fire on a solid surface within 120 feet. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute.

        \n

        When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

        \n

        One side of the wall, chosen by you when you use this feature, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side of the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

        \n
        \n

        Shape the Flowing River

        \n

        Prerequisite: Shape the Raincloud or Swarming Ice Rabbit

        \n
        As an action, you can control any freestanding water within 300 feet of you inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this feature. As an action on your turn, you can repeat the same effect or choose a different one.
        \n
         
        \n  Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller creatures in the wave's path are carried with it to the other side. Any Huge or smaller creatures struck by the wave have a 25 percent chance of being knocked prone. The water level remains elevated until the feature ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n
         
        \n  Part Water. You cause water in the area to move apart and create a trench. The trench extends across the feature's area, and the separated water forms a wall to either side. The trench remains until the feature ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n
         
        \n  Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the feature's area, it resumes its flow based on the terrain conditions. The water continues co move in the direction you chose until the feature ends or you choose a different effect.\n
         
        \n  Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your feature save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 kinetic damage and is caught in the vortex until the feature ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 kinetic damage; this damage occurs each round it remains in the vortex.
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"f9JvCohVnIKR3kXb","name":"My Little Friend Says Hello There","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn’t already include that modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fDrprD1zPyK36J4Q","name":"Supernatural Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, whenever the target of your Ranger’s Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger’s Quarry Damage Die, adding it to the roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fFKNqUAWh0ZOhvRc","name":"Indomitable Might","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 18th level
        If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"fJOMvX0p6D3Uklrr","name":"Master of the Unorthodox","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you’ve mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic, energy, and ion damage from weapons.
        • \n
        • When you hit a creature with a ranged weapon attack, you have advantage on the next melee weapon attack you make against that creature. When you hit a creature with a melee weapon attack, you have advantage on the next ranged weapon attack you make against that creature.
        • \n
        • When you roll below half the maximum on a damage die, you can treat the roll as if you’d rolled half the maximum on the damage die. You can only affect a number of dice up to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) in this way.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fWurALtwA2SByaXb","name":"Sharpen the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fbCMXrUFevGIWGLG","name":"Hardened Mind (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 9th level

        \n

        You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

        \n

        You also gain resistance to psychic damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"TWGL5kQ9lcaQEqOE","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.dr.value","value":"psychic","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Hardened Mind","tint":"","transfer":true}]} +{"_id":"fcIW8kGypXVaSBwM","name":"Flexible Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

        \n

        Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fkw2xa0qoE9CkFDy","name":"Aberrant Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you no longer suffer the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, you no longer need food or water, and you no longer need to sleep. Lastly, the first time you take damage on each of your turns, you can roll your Kinetic Combat die and reduce the damage by that amount.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fll4aLidhhf9Ihvg","name":"Bonus Proficiencies (Scout: Predator)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fobWSSCWmjZ6Fjg9","name":"Form Basics (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ysannanite lightsaber form. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"fpXGa9GzfcAfUs61","name":"Glory Kill","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Exhibition Specialist: 7th level

        \n

        As you defeat your enemies in combat, you can weaken the morale of other foes or bolster the resolve of your allies alike. When you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you. up to a number equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures are affected by one of the following effects of your choice:

        \n
          \n
        • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
        • \n
        • The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[]} +{"_id":"fwO5oavJvDKyoMTS","name":"Mesmerizing Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"g0mmnaXOS4nxK9PD","name":"Acrobatics' Exploit - Tumble","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"g1r7gEz0DT78nTIf","name":"Master of Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic and energy damage from unenhanced weapons.
        • \n
        • When you use the saber reflect force power, you can make a single melee attack on an enemy within 5ft of you as a part of that same reaction.
        • \n
        • You have advantage on Dexterity saving throws, as do your allies within 30 feet of you.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"g8vHPN6X8xr2itzg","name":"Additional Maneuvers (Scholar: Gambler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect your deep understanding of chance. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        ALL IN

        \n

        When you make an attack roll, and the result is less than 20, you can expend a superiority die and roll it, adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

        \n
        \n

        BLIND LUCK

        \n

        When you fail an ability check, you can expend a superiority die. If the result of your ability check plus the superiority die is within a range equal to half your proficiency bonus (rounded down) above or below the check’s DC, you pass the check instead.

        \n
        \n

        DOUBLE BLUFF

        \n

        If on the same round of combat that you have missed a weapon attack, an enemy also misses you with a weapon attack, you can expend a superiority die and make a single weapon attack, adding the results of your superiority die to both the attack and damage rolls.

        \n
        \n

        THE IDIOT’S ARRAY

        \n

        When a creature hits you with a weapon attack roll, you can expend a superiority die and roll it. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

        \n
        \n

        PLAYED THEIR HAND

        \n

        When a creature hits you with an opportunity attack while within 5 feet of you, you can use your reaction and expend a superiority die to impose disadvantage on the attack roll. If the attack misses, you can make a Dexterity (Sleight of Hand) check contested by the attacker’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice) as a part of this reaction. On a success, the target drops the weapon it made the attack with. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

        \n
        \n

        PURE SABACC

        \n

        When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon’s damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.

        \n
        \n

        RAISE THE STAKES

        \n

        When the target of your Critical Analysis feature makes an attack roll against you, you can use your reaction to expend a superiority die. Roll the die and subtract the result from the enemy’s attack roll, but add the result to their damage roll on a hit.

        \n
        \n

        TAKE A CHANCE

        \n

        Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.

        \n
        \n

        TIEBREAKER

        \n

        When you roll a superiority die as a part of a maneuver you learned from this class, you can expend another superiority die and use the total of both dice.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gFrxQc1zr8iYeTDA","name":"Dead Silence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the psychic charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and hit the target. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, it takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of +1), and its voice does not produce sound until the end of your next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gLqYREO8Q8p6DPRT","name":"Death Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you become a master of instant death. When you deal weapon damage to a creature that is surprised, it must make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gQR4DUphUBzgJicl","name":"Seeking Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

        \n

        You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"g1r7gEz0DT78nTIf","name":"Master of Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n
        \n

        Additionally, you can use your action to gain the following benefits for 1 minute:

        \n
          \n
        • You have resistance to kinetic and energy damage from unenhanced weapons.
        • \n
        • When you use the saber reflect force power, you can make a single melee attack on an enemy within 5ft of you as a part of that same reaction.
        • \n
        • You have advantage on Dexterity saving throws, as do your allies within 30 feet of you.
        • \n
        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"g8vHPN6X8xr2itzg","name":"Additional Maneuvers (Scholar: Gambler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect your deep understanding of chance. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        ALL IN

        \n

        When you make an attack roll, and the result is less than 20, you can expend a superiority die and roll it, adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

        \n
        \n

        BLIND LUCK

        \n

        When you fail an ability check, you can expend a superiority die. If the result of your ability check plus the superiority die is within a range equal to half your proficiency bonus (rounded down) above or below the check’s DC, you pass the check instead.

        \n
        \n

        DOUBLE BLUFF

        \n

        If on the same round of combat that you have missed a weapon attack, an enemy also misses you with a weapon attack, you can expend a superiority die and make a single weapon attack, adding the results of your superiority die to both the attack and damage rolls.

        \n
        \n

        THE IDIOT’S ARRAY

        \n

        When a creature hits you with a weapon attack roll, you can expend a superiority die and roll it. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

        \n
        \n

        PLAYED THEIR HAND

        \n

        When a creature hits you with an opportunity attack while within 5 feet of you, you can use your reaction and expend a superiority die to impose disadvantage on the attack roll. If the attack misses, you can make a Dexterity (Sleight of Hand) check contested by the attacker’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice) as a part of this reaction. On a success, the target drops the weapon it made the attack with. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

        \n
        \n

        PURE SABACC

        \n

        When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon’s damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.

        \n
        \n

        RAISE THE STAKES

        \n

        When the target of your Critical Analysis feature makes an attack roll against you, you can use your reaction to expend a superiority die. Roll the die and subtract the result from the enemy’s attack roll, but add the result to their damage roll on a hit.

        \n
        \n

        TAKE A CHANCE

        \n

        Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.

        \n
        \n

        TIEBREAKER

        \n

        When you roll a superiority die as a part of a maneuver you learned from this class, you can expend another superiority die and use the total of both dice.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gFrxQc1zr8iYeTDA","name":"Dead Silence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the psychic charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and hit the target. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, it takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of +1), and its voice does not produce sound until the end of your next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gLqYREO8Q8p6DPRT","name":"Death Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you become a master of instant death. When you deal weapon damage to a creature that is surprised, it must make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gQR4DUphUBzgJicl","name":"Seeking Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

        \n

        You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"gUQdFHqjnOS3fzha","name":"Bonus Proficiencies (Fighter: Exhibition)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Exhibition Specialist: 3rd level

        \n

        You gain proficiency in one Charisma skill of your choice.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[]} {"_id":"gVuKH24tCDzgNhY3","name":"Investigation's Exploit - Instruct","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"gYcsvSxo8CDpcCEK","name":"Explosive Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.

        \n

        You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gm0iK2pPXSGQbJx4","name":"Focused Augmentation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, you add your Intelligence modifier to Constitution saving throws you make to maintain concentration.

        \n

        Additionally, when you cast a power that requires concentration and would affect only one target, you can target an additional creature with that power.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gnRErzmAIMcmICTM","name":"Ever-Ready Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"go2e9gqD5AnLGKMK","name":"Armormech's Celerity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you take the Attack action or use your action to a cast a tech power of 1st-level or higher, you can make one weapon attack as a bonus action.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"grC8MlSimBop7zdo","name":"Structural Knowledge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 14th level

        \n

        You can spend 1 hour inspecting and looking over a structure you can see from every angle available to you and comparing it to data you have on hand. At the end of the hour, you learn the basic blueprints for the structure, including but not limited to:

        \n
          \n
        • The structure's total hit points.
        • \n
        • Any common materials that make up the structures.
        • \n
        • Whether or not the structure is in use or abandoned.
        • \n
        • The total floor count for the structure, as well as the general purpose of each floor if it was created to suit a specific purpose.
        • \n
        • All non secret entrances (including doors, windows, vents, pipe systems) and where you could find them.
        • \n
        • A basic map layout of every floor and ventilation system for the building.
        • \n
        • The history of the building such as what company or species could have constructed it, as well as how long it's been built
        • \n
        • Any structural weak points it might have.
        • \n
        \n

        Additionally, when you make an Investigation while searching this structure for hidden structural elements, such as doors or passages, if you have constructor's implements, you can treat a d20 roll of 9 or lower as a 10.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"gsw3asysi2xekW3l","name":"Mark of the Meticulous","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can use Intelligence instead of Dexterity for the attack and damage rolls made with weapons with the finesse property or blaster weapons against the target of your Ranger’s Quarry.

        \n

        Additionally, once per round, when you hit the target of your Ranger’s Quarry with a tech attack, or it fails a saving throw against a tech power you cast that deals damage, you can deal additional damage equal to your Ranger’s Quarry damage die of the same type as the tech power’s damage.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Lingering Advice (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 5th level

        \n

        When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"gvSp8YUiDmWZzIjB"} -{"_id":"h1uDhP1tEOuvjRw6","name":"Dewback's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Choose three damage types. While raging, you have resistance to the chosen damage types.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"h4qwVuxZNtdOiH75","name":"Channel the Force (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        RETREATING LEAP

        \n

        When a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gYcsvSxo8CDpcCEK","name":"Explosive Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.

        \n

        You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Legendary Battle Meditation","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Once per long rest, you can cast the master battle meditation force power without expending force points. While concentrating on master battle meditation, at the start of each of your turns, the power’s die increases by one step (from d8 to d10, or d10 to d12).

        \n

        Additionally, you gain a second reaction each round that you can only use for your Force-Empowered Allies feature. You can only take one reaction per turn.

        ","chat":"","unidentified":""},"requirements":"Path of Meditation: 18","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[],"_id":"gZ3oAi3tQKpvQ7KD"} +{"_id":"gm0iK2pPXSGQbJx4","name":"Focused Augmentation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, you add your Intelligence modifier to Constitution saving throws you make to maintain concentration.

        \n

        Additionally, when you cast a power that requires concentration and would affect only one target, you can target an additional creature with that power.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gnRErzmAIMcmICTM","name":"Ever-Ready Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"go2e9gqD5AnLGKMK","name":"Armormech's Celerity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you take the Attack action or use your action to a cast a tech power of 1st-level or higher, you can make one weapon attack as a bonus action.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"grC8MlSimBop7zdo","name":"Structural Knowledge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 14th level

        \n

        You can spend 1 hour inspecting and looking over a structure you can see from every angle available to you and comparing it to data you have on hand. At the end of the hour, you learn the basic blueprints for the structure, including but not limited to:

        \n
          \n
        • The structure's total hit points.
        • \n
        • Any common materials that make up the structures.
        • \n
        • Whether or not the structure is in use or abandoned.
        • \n
        • The total floor count for the structure, as well as the general purpose of each floor if it was created to suit a specific purpose.
        • \n
        • All non secret entrances (including doors, windows, vents, pipe systems) and where you could find them.
        • \n
        • A basic map layout of every floor and ventilation system for the building.
        • \n
        • The history of the building such as what company or species could have constructed it, as well as how long it's been built
        • \n
        • Any structural weak points it might have.
        • \n
        \n

        Additionally, when you make an Investigation while searching this structure for hidden structural elements, such as doors or passages, if you have constructor's implements, you can treat a d20 roll of 9 or lower as a 10.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gsw3asysi2xekW3l","name":"Mark of the Meticulous","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can use Intelligence instead of Dexterity for the attack and damage rolls made with weapons with the finesse property or blaster weapons against the target of your Ranger’s Quarry.

        \n

        Additionally, once per round, when you hit the target of your Ranger’s Quarry with a tech attack, or it fails a saving throw against a tech power you cast that deals damage, you can deal additional damage equal to your Ranger’s Quarry damage die of the same type as the tech power’s damage.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"gvSp8YUiDmWZzIjB","name":"Lingering Advice (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 5th level

        \n

        When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"h1uDhP1tEOuvjRw6","name":"Dewback's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Choose three damage types. While raging, you have resistance to the chosen damage types.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"h4qwVuxZNtdOiH75","name":"Channel the Force (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        RETREATING LEAP

        \n

        When a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"h8JMyCjhTP4Lny10","name":"Cleansing Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 14th level

        \n

        You can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"hAfAtfT6c40rpSoE","name":"Forcecasting (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Adept Specialist Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your fighter level, as shown in the Force Points column of the Adept Specialist Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Adept Specialist Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus +your forcecasting ability modifier

        \n

         

        \n

        THE ADEPT SPECIALIST

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hBggwD5K1VNpqBRW","name":"Mystical Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the feedback force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its saving throw. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hCb9yeW3WppnYUA3","name":"Overclock Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you've learned to use your body as a conduit for your tech powers. When you cast a tech power, you can choose to pay up to half the cost of the tech power using your hit points instead of your tech points. When you do so, your maximum hit points are reduced by the same amount. This effect is cumulative, and it lasts until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Form Basics (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 3rd level

        \n

        You learn the basics of the chosen form. You gain the Aqinos lightsaber form, detailed in the Lightsaber Forms section of the Customisation Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"hDJjxPC9QTSYVqO8"} -{"_id":"hGvWvw1M1Gf6OvQv","name":"Coordinated Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hMiA075EKBBOL2cv","name":"Berserker Instincts","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 2nd level
        You’ve honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

        \n
        \n

        BERSERKER INSTINCTS

        \n

        The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

        \n
        \n
        \n

        ACKLAY’S INSTINCT

        \n

        While raging, you have advantage on Constitution saving throws.

        \n
        \n

        BANTHA’S INSTINCT

        \n

        Prerequisite: 7th level
        Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

        \n
        \n

        BLURRG’S INSTINCT

        \n

        Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

        \n
        \n

        BOGGDO’S INSTINCT

        \n

        Prerequisite: 13th level
        While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

        \n
        \n

        CHIRODACTYL’S INSTINCT

        \n

        Prerequisite: 7th level
        While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

        \n
        \n

        DEWBACK’S INSTINCT

        \n

        Choose three damage types. While raging, you have resistance to the chosen damage types.

        \n
        \n

        FIGHTER’S INSTINCT

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

        \n
        \n

        FYRNOCK’S INSTINCT

        \n

        While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        \n
        \n

        HAWK’S INSTINCT

        \n

        Prerequisite: 7th level
        You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

        \n
        \n

        KATARN’S INSTINCT

        \n

        You gain a climbing speed equal to your movement speed.

        \n
        \n

        LOTH-CAT’S INSTINCT

        \n

        While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can take the Dash action as a bonus action on your turn.

        \n
        \n

        PREDATOR’S INSTINCT

        \n

        Your speed increases by 10 feet.

        \n
        \n

        RANCOR’S INSTINCT

        \n

        Prerequisite: 13th level
        While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

        \n
        \n

        TACTICIAN’S INSTINCT

        \n

        When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

        \n
        \n

        TRACKER’S INSTINCT

        \n

        Prerequisite: 7th level
        You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

        \n
        \n

        TERENTATEK’S INSTINCT

        \n

        Prerequisite: 13th level
        When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

        \n
        \n

        VARACTYL’S INSTINCT

        \n

        Prerequisite: 13th level
        While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"hNLCVeWzPt9KyXDY","name":"Razor Focus","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Pugnacity Practice: 17th level

        \n

        You can enter a hyper-focused state of mind for 1 minute as a bonus action. You must maintain concentration, as if concentrating on a power. For the duration, each time you successfully deal Sneak Attack damage against a creature, you gain two additional Sneak Attack dice, cumulatively, as your attacks become increasingly precise. These additional dice are lost when your focus ends, whether through failing to maintain concentration or after 1 minute.

        \n

        The first time you use this feature, you suffer no ill effect. If you use this feature again before you finish a long rest, you suffer one level of exhaustion each time you use it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Pugnacity 17"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","effects":[{"_id":"8H40zgYS6J0C1rPc","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","label":"New Active Effect","transfer":false}]} -{"_id":"hPn1UOSEPn94LbGV","name":"Sapping Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hVX363yaqEKE2VhY","name":"Balanced Diet","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, your cooking is so nutritionally balanced that it allows allies to stave off the effects of continued rigorous activity. Creatures of your choice who eat food prepared by you have advantage on Constitution saving throws to avoid Exhaustion, as described in chapter 8, until the end of their next long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hWXqMs5J6dTyyKKx","name":"Instinctive Combat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you have learned to use your wits to help you survive. While you are wearing light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when determining your AC.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hWwTW7oKFDE41JWj","name":"Ranger's Quarry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

        \n
          \n
        • Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table.
        • \n
        • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
        • \n
        \n

        You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

        \n

        The duration increases to 8 hours at 9th level and 24 hours at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hYDyNw2x54iCf0nL","name":"Improved Force-Empowered Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 11th level

        \n

        You are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon’s damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 11"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"havX5d7ZZfqzntdn","name":"Conflux","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"enemy"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hfJ9bRUFa6D2oKle","name":"Sabotage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

        \n

        On a failed save, you negate the power’s effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster’s tech focus used to cast the tech power is overloaded and can’t be used to cast tech powers for 1 minute.

        \n

        At the end of each of the caster’s turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hlkmuaFndbYGFtKX","name":"Battle Proficiencies","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency in martial blasters and martial vibroweapons.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hnH0YDjXRbWGgsDY","name":"Humanoid Companion (Consular: Tutelage)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, you’ve taken an apprentice, gaining the services of your own humanoid companion.

        \n

        Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.

        \n

        If your companion dies, or you want to bond with a different one, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

        \n

        In addition to its traits and features, your companion gains additional benefits while it is bonded to you:

        \n
          \n
        • Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
        • \n
        \n

        Lastly, while bonded and within 10 feet of you, when your companion is hit by an attack, you can use your reaction and expend a use of your Force Shield feature to shroud it in Force energy. If you do so, until the start of your next turn, both you and your companion gain the benefits of your Force Shield. This includes the triggering attack.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"htJjJBm0HosLswj9","name":"Blade Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon’s damage die.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"hwww57Bl4DAqvd5q","name":"Relentless Assault","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"i5kHSWxRLzlIOhsP","name":"Prey on the Weak","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"i9MqOOs7XcSj6gn3","name":"The Way of the Ysalamiri","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iAXtCCtwP3ecc8OF","name":"Potent Lightning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage that don’t already include that modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iEBfiKgSzaepLBZO","name":"Channel the Force (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        HIGH GROUND DEFENSE

        \n

        When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that creature without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iFg9kA5mtj22OgKf","name":"Voltaic Slash","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the lightning charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and hit the target. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iR6lT9P7fEJmv7j9","name":"Elegant Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iYeeOLaQtoosQjZ1","name":"Unrelenting Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

        \n

        Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Assess the Situation (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[],"_id":"iZEYj0QfSlybESpf"} -{"_id":"ia9lgfaaek84rjIc","name":"Bonus Proficiencies (Operative: Saboteur)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in astrotech’s implements.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iaedYkfIIcYQCCOZ","name":"Born to the Saddle","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

        \n

        Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iezmgPTeM1wL1JCR","name":"Form Basics (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Makashi lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iiae3ARlngOX8BvF","name":"Tutaminis Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"im5At63Kt4o7Ea2B","name":"Channel the Force (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        FORCE-EMPOWERED SHOTS

        \n

        Once per turn, when you hit a creature with a ranged weapon attack, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"in02P1dt66ROw5PM","name":"Vow of The Shrewd","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"inwAnLXgAASMAyUA","name":"Knowledge Is Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you've reached 17th level, you gain the ability to steal the knowledge of how to cast a power from another forcecaster. When a hostile creature casts a force power that affects a friendly creature within range of your Critical Analysis feature, you can use your reaction to apply Critical Analysis to that friendly creature and force the other creature casting the power to make a Wisdom or Charisma saving throw (your choice) against your universal force save DC. On a successful save, the power is cast as normal.

        \n

        On a failed save, you negate the power's effects and you steal the knowledge of that power if it is at least 1st level and of a level you can cast. For the next 8 hours, you know the power and can cast it using your force points. The creature stolen from cannot cast that power again until the 8 hours have passed.

        \n

        Once you've used this feature, you cannot use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"iyNPFk7HtqHlPsgR","name":"Feral Ferocity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:

        \n
          \n
        • Your beast has advantage on Strength checks and Strength saving throws if it is size Medium or larger.
        • \n
        • Your beast has advantage on Dexterity checks and Dexterity saving throws if it is size Small or smaller.
        • \n
        • When your beast hits with an attack, it deals bonus damage equal to your Intelligence modifier.
        • \n
        • Your beast has resistance to kinetic and energy damage.
        • \n
        \n

        Your beast’s furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast’s furious state as a bonus action.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"j2mJ1wVjN04WYs8c","name":"Battlefront","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.

        \n

        At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"j4hLztoaiHnwzbMc","name":"Archaic Diagnostics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when you are the target of your Critical Analysis feature, you can use Intelligence instead of Wisdom or Charisma as your forcecasting ability modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"j5TR0rB4qslHKxFF","name":"Sweeping Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"name":"Trip Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"j90QHGGg3th1bPhl"} -{"_id":"j9tueB66NHAi9XRK","name":"Stand Against the Tide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"jAAoV3mdcUbggfAX","name":"Pushing Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"jCEl3lIz7FBJMAMa","name":"Vigilant Sentinel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"jErJEyCSWwZLuPgl","name":"Mechu-Deru Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"jKYj9wLY1UMLTvYG","name":"Droid Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, while your droid can see you, it has advantage on all saving throws.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"jXtDOdvSBQHnodmF","name":"Ferocious Charger","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"jepI5WREQw8jlEtg","name":"Form Basics (Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Soresu lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"jjkfkR3y4ZzLvhRc","name":"Stroke of Luck","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 20th level

        \n

        You have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Hp9omhWONvTkCX1X","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Stroke of Luck","tint":"","transfer":true}]} -{"_id":"jkV1oThkNziwTd9W","name":"Mark of the Hunter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when you use your Ranger’s Quarry feature, the first time you make a tech or weapon attack against the target of your Ranger’s Quarry each turn, roll your Ranger’s Quarry die and add it to the roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Exploit Weakness (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you hit a creature with a weapon attack"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"jp9D18rp1sPIyKGu"} -{"_id":"jxi95vkiR5gUWgGj","name":"Aura of Warding","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You and friendly creatures within 5 feet of you have resistance to damage from force powers.

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"name":"Rally (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[],"_id":"k3MfZwrPDLVZMO52"} -{"name":"Measured Action (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"when you make a roll for a contested skill check"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"k3OEbXbPzyXEddIy"} -{"name":"Running on Fumes (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits.

        \n

        Lastly, you have advantage on saving throws against exhaustion.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"k6JSg50GeXtxxLp2"} -{"_id":"k6PmkEsEbxKy6xAs","name":"Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 2nd and 11th level

        \n

        Your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the monk table.

        \n

        You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

        \n

        When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

        \n

        You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

        \n
        \n

        Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

        \n
        \n

        Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

        \n
        \n
        \n

        FLURRY OF BLOWS

        \n

        When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

        \n
        \n

        PATIENT DEFENSE

        \n

        When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

        \n
        \n

        STEP OF THE WIND

        \n

        When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"kDILnXslDQTvng3W","name":"Field Advantage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kHgHQIqjp3X6v93c","name":"Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kVQncmFiwUOVc14J","name":"Repulsing Wave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14+1","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kabmw1OtBRVbkeIK","name":"Force Visions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kb7C9eq9tnRGKw98","name":"Channel the Force (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        UNBALANCING BLOCK

        \n

        When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kk16fzUU7IFma2Vj","name":"Multiattack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you gain one of the following features of your choice.

        \n
        \n
        \n

        VOLLEY

        \n

        You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

        \n
        \n

        WHIRLWIND ATTACK

        \n

        You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kqAjfLAtsOo8xdrX","name":"Sleight of Foot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ktNY0EzlYaTBkNs1","name":"Enforcer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, your critical hit range increases by 1 for that attack, and on a hit, you deal maximum damage instead of rolling.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"kzwSN9SabKgWZZvU","name":"Danger Sense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 3rd level
        You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"l3bRL5jI8j8tZ2OP","name":"Precision Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

        \n

         

        \n
        \n

        If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}]} -{"_id":"lHfSIS1I14hKp6wO","name":"Discoveries (Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the medical arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ADVANCED REMOTE HEALER

        \n

        Prerequisite: 12th level
        The range of your Remote Healer feature increases to 60 feet.

        \n
        \n

        EXPERIMENTAL TREATMENTS

        \n

        Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table below. The condition or effect lasts until the creature completes a long rest, or you use this feature again.

        \n

        You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short or long rest.

        \n

        Side Effects

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        d20Side Effects
        1The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1.
        2The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze.
        3The creature’s legs become swollen. The creature gains 1 slowed level.
        4The creature becomes one size larger or smaller.
        5The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC.
        6The creature’s body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
        7The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell.
        8The creature’s eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead.
        9The creature gains advantage on perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage.
        10The treatment slows down their brain function, reducing their Intelligence by 4.
        11The creature’s skin turns dark purple. If they are already purple, they turn bright pink instead.
        12The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage.
        13The creature’s skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft.
        14The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare.
        15The creature’s body temperature fluctuates to extremes. They gain resistance to cold and fire damage.
        16The creature becomes ravenous. Every hour they haven’t eaten a meal they gain a level of exhaustion.
        17The creature believes they are the chosen one.
        18The creature has a difficult time resting. The amount they heal from Hit Dice is now halved.
        19The creature’s movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage.
        20The creature gains 10d10 hit points, and they feel happy and carefree.
        \n
        \n

        FROM THE BRINK

        \n

        Prerequisite: 7th level
        If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.

        \n
        \n

        HEALTH ADVISOR

        \n

        Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to one-fourth your scholar level (rounded down) + your Intelligence modifier (minimum of one) which last until the start of their next turn.

        \n
        \n

        PATIENT PROTECTOR

        \n

        Prerequisite: 5th level
        When you attack creatures that are within 5 feet of an ally that is the target of your Critical Analysis feature, attack rolls and damage rolls made on them with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.

        \n
        \n

        SURGICAL PRECISION

        \n

        Prerequisite: 5th level
        When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.

        \n
        \n

        TEND THE WOUNDED

        \n

        If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d4 extra hit points.

        \n

        This die increases when you reach certain levels in this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and to 1d12 at 17th level.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Deliberate Movement (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[],"_id":"lKVeusPvt7cp1VaG"} -{"_id":"lKdZc6xD5FCHns3V","name":"Ability Score Improvement (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level
        You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"lLNBqCC6iexP68We","name":"Trick Shooter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn a number of trick shots you can use to debilitate enemies and impress allies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a trick shot.

        \n

        Some of your trick shots require your target to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

        \n
        \n
        \n

        BLINDING SHOT

        \n

        You attempt to blind the target. The target must make a Constitution saving throw or be blinded until the end of your next turn.

        \n
        \n

        BRUTAL SHOT

        \n

        You attempt to knock the target prone. The target must make a Strength saving throw or be knocked prone.

        \n
        \n

        HAMPERING SHOT

        \n

        You attempt to hobble the enemy’s movement. The target must make a Dexterity saving throw. If it fails, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Clever Applications (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

        \n

        You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"eI84bFiOL4R3yNwV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.weaponProf.custom","value":"Improvised","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Clever Applications","tint":"","transfer":true}],"_id":"lg3aDHgiFHKx9jCy"} -{"_id":"li76QMuqAHqTfSTJ","name":"Tool of the Trade","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Pugnacity Practice: 3rd level

        \n

        You've learned to move swiftly while wielding larger armaments. You gain proficiency with medium armor and martial vibroweapons. If you are already proficient in medium armor, you instead gain proficiency in heavy armor. Additionally, you can deal Sneak Attack damage with any weapon, as long as it does not have the heavy or special properties.

        \n

        Lastly, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is below its hit point maximum. All the other rules for the Sneak Attack class feature still apply to you.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} -{"_id":"liI3fHP0qjCq0N5X","name":"Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

        \n

        MANEUVERS

        \n

        You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

        \n

        Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

        \n

        SUPERIORITY DICE

        \n

        You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

        \n

        SAVING THROWS

        \n

        Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

        \n
        \n
        \n
        \n

        To ensure that manuevers consume dice properly, the number of dice are stored in this feature, (which is technically an item) and when the individual maneuvers are pulled into this character's sheet, the GM should do or instruct their players to do the following:

        \n
          \n
        • \n
          Go to the manuever's details tab
          \n
        • \n
        • \n
          set the manuever's Resource Consumption to:
          \n
            \n
          • \n
            Item Uses
            \n
          • \n
          • \n
            Combat Superiority (2 per sr)
            \n
          • \n
          • \n
            1
            \n
          • \n
          \n
        • \n
        \n

        As the character's Fighter levels increase someone will have to upgrade the die rolls in each individual maneuver's details tab.

        \n
        \n
        \n

         

        \n

        MANEUVERS

        \n

        The maneuvers are presented in alphabetical order.

        \n
        \n
        \n

        COMMANDER’S STRIKE

        \n

        When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

        \n
        \n

        DISARMING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

        \n
        \n

        DISTRACTING STRIKE

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

        \n
        \n

        EVASIVE FOOTWORK

        \n

        When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

        \n
        \n

        FEINTING ATTACK

        \n

        You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

        \n
        \n

        GOADING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

        \n
        \n

        LUNGING ATTACK

        \n

        When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

        \n
        \n

        MANEUVERING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

        \n

        That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

        \n
        \n

        MENACING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

        \n
        \n

        PARRY

        \n

        When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

        \n
        \n

        PRECISION ATTACK

        \n

        When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

        \n
        \n

        PUSHING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

        \n
        \n

        RALLY

        \n

        On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

        \n
        \n

        RIPOSTE

        \n

        When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

        \n
        \n

        SWEEPING ATTACK

        \n

        When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

        \n
        \n

        TRIP ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"lmeny3CW1A6YZ9KH","name":"Mastery of Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"lodf5wG7aGu4dWW0","name":"Improved Suppression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power, such as sever force or force suppression, you add your proficiency bonus to that ability check.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Precision Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

        \n

         

        \n
        \n

        If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}],"_id":"looGlBdx8eDYmu8p"} -{"_id":"lzXBF7Q18AkcWwlh","name":"Parry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[]} -{"_id":"lzjIEK50kr1cwqUt","name":"Rock Steady","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 3"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"m15815dwhOhsvV9M","name":"Greater Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"m1wUOAShOy5PFr5Q","name":"Adaptive Techie","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you complete a long rest, you can choose up to a number of tech powers you know equal to half your Intelligence modifier (rounded down) and replace them with another tech power, as long as that power is not of a higher level than your Max Power Level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"m9xP23xolpC7YrUy","name":"Vow of The Versatile","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a melee weapon attack with a monk weapon you are wielding.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"mBAKzGlZCTBHXE9K","name":"Totemic Might","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can channel the power of your Force awareness temporarily. As a bonus action, you can gain the following benefits for 1 minute. You can invoke a totem as a part of this same bonus action.

        \n
          \n
        • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
        • \n
        • You have advantage on Strength checks and Strength saving throws.
        • \n
        • Your weapon attacks deal an extra 1d6 damage.
        • \n
        \n

        This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mDSHVC94xrWmXqoE","name":"Bendu","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"mL3FpyONz4Ota9J8","name":"One With Darkness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mMHcv3kuR9Ef8Sin","name":"Nemesis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature’s turns it repeats this saving throw, ending the effect on a success.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mMnPYQB0HIHd5tQu","name":"Culinary Knowledge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency with chef’s kits and your choice of Nature or Survival skills.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mNXuHAozg3qRMjRW","name":"Foe Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mUQpy94CIAOkbxC1","name":"Survivor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":"Start of your turn, HP is greater than 0 and half or less MaxHP"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mY6mOTYRUXAGEfaE","name":"Fling People","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, you learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature:

        \n

        THROW FRIEND

        \n

        If the creature is a willing ally and volunteers to be grappled, you throw the target into any unoccupied space within 60 feet. That creature may immediately use its reaction to make one melee weapon attack, adding your Strength modifier to the attack’s damage roll.

        \n

        THROW FOE

        \n

        If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mYAWcD7bouvWCW5d","name":"Interconnectedness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you cast a 5th level or lower force power that deals damage or restores hit points and targets only one creature, the power can instead target two creatures within range and within 5 feet of each other.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mh7B0PHjzOdizb1B","name":"Bonus Proficiencies (Engineer: Construction)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 3rd level

        \n

        You gain proficiency in constructor's implements. Additionally, when you engage in crafting with constructor's implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mwFCS2UnVVoYdhzx","name":"Hunter's Prey","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you gain one of the following features of your choice.

        \n
        \n
        \n

        COLOSSUS SLAYER

        \n

        Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn, and this damage is the same type as the weapon’s damage.

        \n
        \n

        GIANT KILLER

        \n

        When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

        \n
        \n

        HORDE BREAKER

        \n

        Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon, no action required.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"mwa7JolzlXpsDYQa","name":"Aura of Presence","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"n1nSwzit7F7yg7dh","name":"Potent Techcasting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, when you miss with a tech attack roll, or a creature succeeds on a saving throw against a tech power you cast, you can expend one use of your Potent Aptitude to overwhelm them. Roll the die, and either add it to the attack roll or subtract it from their saving throw.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"n2T7oiP0MfoQ0Sds","name":"Bonus Proficiencies (Consular: Tutelage)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in your choice of Intimidation or Persuasion.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"n32TLwX2tC7qslPD","name":"Extra Attack (Guardian)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 5th level
        You can attack twice, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"n6vcm8JRdZFZCA2t","name":"Head Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet.

        \n

        Additionally, any hit you score against a creature that is surprised is a critical hit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Targeted Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"When an ally makes an attack against a creature"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"n8bbH8JyuPrwvjUj"} -{"_id":"nAhvOtXjT3qlVXzp","name":"Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nHlZUlntOwCITETq","name":"Refocused Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

        \n

        You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"nJptqQFdwgm0KG76","name":"Emergency Supplies","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you are prepared to assist allies with specially prepared, instantly effective supplements. When an ally is the target of your Critical Analysis feature and within 5 feet of you, you may expend a superiority die and give that ally the benefits of any maneuver exclusive to the Chef Pursuit, regardless of whether or not you’ve chosen it.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nLR7pu7fwxPc8VAZ","name":"Fighter's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"nM3c4otxIdL30PoV","name":"Channel the Force (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vapaad.

        \n
        \n

        SNAP AGGRESSION

        \n

        If you are surprised at the start of combat and aren’t incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.

        \n
        \n

        ASSERTIVE DEFENSE

        \n

        When you reduce the damage dealt by a force power to 0 using the saber reflect power, and you’re wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nNITVa94FwfSXpef","name":"Technologist's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

        \n

        You can select this exploit multiple times. Each time you do so, you must choose a different power.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"nQap8Befe2Snu9JE","name":"Personal Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

        \n

        Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your a tech save DC. On a failed save, it takes energy damage equal to your scout level + your Intelligence modifier.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

        \n

        The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nT6AfpQXSZ4IeChO","name":"Freedom Through Slavery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Goading Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

        \n
        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"JZVM9WpHdibWdv42","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Goaded","tint":"","transfer":false}],"_id":"nUrnFkPhRJaNKgoE"} -{"_id":"nal6YefqnoMzxubD","name":"Returning Attacks","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ne50wp4wQ8CIDccd","name":"Manipulate Life Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this tradition at 3rd level, when you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"neI83QoBohA6gEqz","name":"Stalker's Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nov1Wc7APmyVdzJ4","name":"Combat Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"nyjlNDLKGtETTzDY","name":"Form Basics (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Niman lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"o3GycrtP08UoO2s0","name":"Scattering Stance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, when you take the Dodge action, until the start of your next turn you gain a number of special reactions equal to your proficiency bonus that you can only use for your Intercept feature. You can only take one reaction per turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"o8xQO9rBLDUXqoq3","name":"Phasestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, you can use your action to dart across the battlefield, striking up to six such creatures that you can see within 30 feet. You immediately move to each creature in succession without provoking opportunity attacks, after which you return to the space in which you started. Each creature must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much damage on a successful one. If you are wielding separate weapons in each hand with which you are proficient, a creature makes this save with disadvantage, and takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) on a failed save if the damage doesn’t already include that modifier.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"oSSRYaeVsdcZQ5KW","name":"Intimidating Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

        \n

        If the creature succeeds on its saving throw, it becomes immune to this feature for 24 hours.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"oVrxpyekQy3Wnito","name":"Experimental Overrides","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you gain a modicum of control over your surges. Whenever you roll on the Unstable Engineering Surge table and use one of your overrides, you can choose either total.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"oYss1VOh4MUYVx09","name":"Superior Droid Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Administer Aid (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Action.webp","effects":[],"_id":"oarnhBQLiGoWAaWq"} -{"_id":"oiT3TJxzRWPKAX9E","name":"Bantha's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level
        Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"oj5YJYw3sN0iB3An","name":"Panacea","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you’ve developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 cr to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As a bonus action, a creature can use the panacea. Alternatively, as an action, they can administer it to another creature within 5 feet.

        \n

        The target has its exhaustion level reduced by one and regains all of its hit points. If the target is diseased, poisoned, paralyzed, or stunned, the condition ends.

        \n

        Once you create a panacea, you can’t create another until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ojtZlS89GEGWXnwP","name":"Ricochet Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level you learn how to work all the angles. Once per turn, when you take the Attack action and miss with a ranged weapon attack, you can repeat the attack against a different target within 10 feet of the original target (no action required).

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"orh1WLvpakTpsitA","name":"Expertise (Scholar)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

        \n

        At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} -{"_id":"ow8lboCU7nSy3dyd","name":"Supreme Healing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"oy6mPgNs04nLTbmN","name":"Maneuvering Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

        \n

        That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"oyj6hBqv5Qk4rJVQ","name":"Entropic Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, you’ve learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting lightning charge, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"p1EP6FF3RmWNr44d","name":"Calm Within the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature. You can only take one reaction per turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"p3pkLOyrjIOHwMQS","name":"Distracting Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon’s normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon’s normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Ambassador (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You learn three additional languages of your choice.

        \n

        You may choose this discovery multiple times.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"p6PyROX3D7H53Q9D"} -{"_id":"pMEmIt3NWThbee8k","name":"Feral Impulse","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 7th level
        Your instincts are so honed that you have advantage on initiative rolls.

        \n

        Additionally, if you are surprised at the start of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"pNxTO7UhVKYIbDkz","name":"Stop Hitting Eachother","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, you can grapple creatures two sizes larger than you, instead of one.

        \n

        Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pPKLvM4RC2l1oLQi","name":"Dazzling Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren’t wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.

        \n

        Some of your dazzling steps require your target to make a saving throw to resist the dazzling step’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier

        \n
        \n
        \n

        DEFENSIVE STEP

        \n

        You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

        \n
        \n

        MOBILE STEP

        \n

        You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

        \n
        \n

        OFFENSIVE STEP

        \n

        Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon’s damage.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pPyeqnE1GnMeG1og","name":"Now I Am the Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, your companion has learned almost all that it can from you. As an action on its turn, your companion can take the lead, gaining the following benefits for 1 minute:

        \n
          \n
        • It gains temporary hit points equal to twice its level.
        • \n
        • Once per turn, when it deals damage or restores hit points, it can roll an additional die.
        • \n
        • It gains resistance to kinetic and energy damage.
        • \n
        \n

        This effect ends early if your companion is incapacitated or dies. Once your companion has used this feature, it can’t use it again until it finishes a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pW0ObQnHARhqg4V0","name":"Scout Routine","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 3rd level, you’ve developed one routine, as detailed below. You develop an additional routine at 7th and 15th level.

        \n
        \n

        SCOUT ROUTINES

        \n

        The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

        \n

        At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

        \n

        ADAPTABILITY ROUTINE

        \n

        At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        MAVEN’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        MESMER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        NOMAD’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        RESPONDER’S ROUTINE

        \n

        When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

        \n

        SHARPSHOOTER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

        \n

        STRIDER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        WARDEN’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pWu7ql7UFckNjgmK","name":"Subtle Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you’ve learned how to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

        \n

        You can use each feature once. You regain all expended uses when you complete a long rest.

        \n
        \n

        CLOAK OF FRIGHT

        \n

        Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

        \n
        \n

        CLOAK OF INVISIBILITY

        \n

        You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

        \n
        \n

        CLOAK OF MEMORY

        \n

        Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearances, your mannerisms, or any other identifying features.

        \n

        Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pd9SrIEnZ04Ihwtw","name":"Force-Empowered Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"Hit a creature with a melee weapon attack."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 2","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":"Force-Empowered Strike"}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} -{"_id":"pn1DjMFXPNTfFIME","name":"Shielded Thoughts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pnIrrDmqB5GosVJC","name":"Led by the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pq8vFXNw4RsrMQd2","name":"Relentless Assault (Berserker: Juggernaut)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pqpMDla2xTiLKmQz","name":"Master of Dance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"prxRkZuc0ZzVhJxt","name":"Whirlwind Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"psCyhE5cHf06gu6A","name":"Additional Maneuvers (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into ancient civilizations. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        FORCE RESONANCE

        \n

        Immediately after you deal damage to a target with a force attack, you can expend a superiority die and target a second creature that you can see within 30 feet of the first creature. Roll the die, and the second creature takes force damage equal to the roll + your forcecasting modifier.

        \n
        \n

        FORTUNE AND GLORY

        \n

        When you would make a weapon attack against a target within 30 feet, you can instead manipulate the Force to expend a superiority die and make a Sleight of Hand check using your universal forcecasting ability to plant something on the target, conceal an object on the target, lift the target's purse, or take something from its pocket. Roll the superiority die, and add the result to the check.

        \n
        \n

        FOSSIL FUELED

        \n

        When you would spend force points to cast a force power, you can instead expend a superiority die to cast the power. When you do so, you take necrotic damage equal to the number rolled + your forcecasting modifier + twice the power's level. This damage cannot be reduced in any way.

        \n

        For each additional time you use this maneuver without taking a short or long rest, roll and additional superiority die of damage.

        \n
        \n

        ONE WITH THE FORCE

        \n

        Once per turn, when you make a Constitution saving throw to maintain concentration on a force power, you can expend a superiority die and add the number rolled to the saving throw.

        \n
        \n

        OVERWHELMING WIT

        \n

        Once per round, when a creature secceds on a force power you cast that requires a Wisdom or Charisma saving throw, you can expend a superiority die to make a universal forcecasting ability check with proficiency, substituting the result of the roll for the save DC for that power.

        \n
        \n

        MIND OVER MYSTERY

        \n

        When you are forced to make a saving throw against a force power or effect you can see, you can expend a superiority die to change the saving throw to an Intelligence saving throw.

        \n
        \n

        SHORT ROUND

        \n

        When you cast a force power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

        \n
        \n

        STRIKEFORCE

        \n

        When you make a melee weapon attack against a creature, you can expend one superiority die and add the number rolled to the attack roll. On a hit, the target takes additional force damage equal to the number rolled.

        \n
        \n

        YOU CALL THIS ARCHAEOLOGY?

        \n

        When you or an ally that you can see reduces a hostile creature to 0 hit points, you can use a reaction and expend a superiority die to give yourself or that ally temporary hit points equal to the number rolled + your forcecasting ability modifer.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ptnCEo5giZPvVded","name":"Mark of the Deadeye","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, the range of your Ranger’s Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger’s Quarry, the normal and long range of your ranged weapons double.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pwueAEbCrrWYKDFy","name":"Bonus Proficiencies (Sentinel: Witchcraft)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in the Animal Handling skill.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"pzqCxV7BEjZ6UN1h","name":"Residual Warp","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you’ve visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"q2CS3xB1EIG0E7Jt","name":"Wild Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the enfeeble force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qE8tqnNJQQYekBrS","name":"Enthralling Vigor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, whenever a creature fails a Wisdom or Charisma saving throw against a force power or class feature you use, you can gain temporary hit points equal to half your operative level (rounded down) + your Charisma modifier (minimum of one).

        \n

        You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qEB0qRRtzWUeHji7","name":"Glancing Blow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qFyuZ0kIXxJoacCW","name":"Force Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, once per round, when you hit a creature with your modified lightsaber, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as your modified lightsaber’s damage.

        \n

        The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 11th level, and 8d6 at 17th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qKSjq3XWQGEJNofg","name":"Lingering Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"qNNFQgODkmI77xfE","name":"Techcasting (Fighter: Shield)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to half your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

        \n

        You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

        \n

         

        \n

        THE SHIELD SPECIALIST

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelTech Powers KnownTech PointsMax Power Level
        3rd321st
        4th421st
        5th531st
        6th631st
        7th742nd
        8th842nd
        9th952nd
        10th1052nd
        11th1162nd
        12th1262nd
        13th1373rd
        14th1473rd
        15th1583rd
        16th1683rd
        17th1794th
        18th1894th
        19th19104th
        20th20104th
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qT7NSLR6mY5yk2xc","name":"Savage Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

        \n

        When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qUiOXv1Kv6r9W7Md","name":"Forcecasting (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you have learned powers from you studies of civilizations that were also once close to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Archaeologist Pursuit Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your scholar level, as shown in the Force Points column of the Archaeologist Pursuit Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Archaeologist Pursuit Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus +your forcecasting ability modifier

        \n
        \n

        THE Archaeologist Pursuit

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qVV2qok1jL1xDZZi","name":"Humanoid Companion (Guardian: Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you’ve adopted a partner, gaining the services of your own humanoid companion.

        \n

        Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.

        \n

        If your companion dies, or you want to bond with a different one, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

        \n

        In addition to its traits and features, your companion gains additional benefits while it is bonded to you:

        \n
          \n
        • Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
        • \n
        \n

        Lastly, while bonded and within 10 feet of you, when you or your companion are hit by dealt damage by an external effect, you can choose to have you or your companion gain resistance to that damage. If you do so, the other of the two takes the same damage. This damage can’t be reduced or negated in any way.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qWV5YogZcpZ3Y3xj","name":"Chirodactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level
        While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren't deafened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"qgHRPomaepStE22s","name":"Neck Snap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you learn how to immediately remove your grappled opponent from the fight. As an action, you can force a creature grappled by you to make a Constitution saving throw. On a failed save, if the creature has 100 hit points or fewer, it dies. If the target has more than 100 hit points, it immediately takes 10d10 kinetic damage. This damage can’t be reduced in any way.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"qobxHjs45ISwWv2j","name":"Disarming Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"qrAYa9BeKBamaauT","name":"Luck of the Fool","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"quoqL3EKsr7gMDCP","name":"Tactical Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"r2ZOqWzZzhkUmSoV","name":"Slayer's Pride","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you have advantage on saving throws against being frightened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"r3JUIhug7HSPicod","name":"Mystical Erudition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, you’ve undergone extensive training in lore from the Jal Shey’s collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology. You learn an additional language and an additional skill proficiency from the above list at 11th level.

        \n
        \n

        Additionally, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with an unarmed strike, you can learn learn certain information about its capabilities. The GM tells you if the creature has one of the following characteristics of your choice:

        \n
          \n
        • Condition immunities
        • \n
        • Damage vulnerabilities
        • \n
        • Damage resistances
        • \n
        • Damage immunities
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rAlFvS5hFQJG3c74","name":"Vow of Restoration","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you would make an unarmed strike"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+max(max(@abilities.wis.mod,@abilities.cha.mod),1)","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"rFN0AQJq70DP6qpS","name":"Focused Flow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rIVFUzh21M87bRkp","name":"Beastwarden","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 20 feet of you:

        \n
          \n
        • When you cast a force power that targets only yourself, and your beast companion is within range, you can also target your beast companion with that power.
        • \n
        • If you have darkvision and your beast doesn’t, your beast gains it with the same radius. If your beast has darkvision and you don’t, you gain it with the same radius. If you both have darkvision, you both use the larger radius, which then increases by 30 feet.
        • \n
        • If you have advantage on Perception checks and your beast doesn’t, your beast gains advantage on Perception checks. If your beast has advantage on Perception checks and you don’t, you gain advantage on Perception checks. If you both have advantage on Perception checks, when either of you makes a Perception check with advantage, you can reroll one of the dice once.
        • \n
        \n

        This radius increases to 30 feet at 18th level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rPOLy96fW96N2UPg","name":"Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 1st level

        \n

        In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

        \n

        While raging, you gain the following benefits:

        \n
          \n
        • You have advantage on Strength checks and Strength saving throws.
        • \n
        • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
        • \n
        • You have resistance to kinetic and energy damage.
        • \n
        \n

        If you are able to cast powers, you can't cast them or concentrate on them while raging.

        \n

        Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

        \n

        You can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[{"_id":"E7ZFEHBny7NjHcFj","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"2","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"kinetic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"energy","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","label":"Rage","tint":"","transfer":false}]} -{"_id":"rPzGmFEFzwxKLmyh","name":"Discoveries (Occultist)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your research on the occult. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        Arcane Membrane

        \n

        You can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of+1) to any Intelligence (Lore) or Intelligence (Nature) checks you make.

        \n
        \n

        Evil Eye

        \n

        Prerequisite: 5th level

        \n

        You can cast the bestow curse and remove curse force powers without spending force points. Wisdom or Charisma (your choice) is your forcecasting modifier for these powers.

        \n

        Once you've cast a power using this feature, you must complete a long rest before you can cast it again.

        \n
        \n

        Exsanguination

        \n

        Prerequisite: 9th level

        \n

        When a creature marked by your Curse of Objurgation is reduced to 0 hit points, you can use a reaction and expend a Hit Die to immediately regain a use of your Curse of Objurgation.

        \n
        \n

        Hexes and Superstitions

        \n

        When you roll a 13 on an ability check, you treat it as if you rolled a 20.

        \n
        \n

        Natural Karma

        \n

        Before you use a maneuver or power to set a curse on a target you can see, you can make a contested Dexterity (Sleight of Hand) check against the target's Wisdom (Insight) check. On a success, the target is unaware you set the curse on them.

        \n
        \n

        Savage Sortilege

        \n

        Prerequisite: 13th level

        \n

        You ignore resistance to psychic damage, and you have resistance to psychic damage.

        \n
        \n

        Supernatural Vigor

        \n

        At the end of a long rest, you can choose one creature you can see within 30 feet (this includes you) to imbue with unnatural power. The creature's hit point maximum and current hit points increase by an amount equal to your scholar level, and it has advantage on Constitution saving throws made to avoid exhaustion. Both effects end after 8 hours.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"_id":"ra5ZfIpyUpOuRd3A","name":"Mindless Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"raPAMeGzpxc3NrXj","name":"Multitasker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 5th level

        \n

        You can take a second reaction each round. You can only take one reaction per turn.

        \n

        Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} -{"_id":"rcdavmTFmTdnKHww","name":"Guardian Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you learn to invoke your totems to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Wisdom or Charisma modifier (your choice, minimum of +2).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rg7zEbgvpGalvpQC","name":"Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you gain one of the following features.

        \n

        Choose Relentless for Juyo or Punishing Charge for Vapaad.

        \n
        \n

        RELENTLESS

        \n

        You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.

        \n
        \n

        PUNISHING CHARGE

        \n

        When a hostile creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"riPd6LYH9XCBUPbI","name":"Force-Empowered Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

        \n
        \n
        \n

        DISRUPTION PULSE

        \n

        As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.

        \n
        \n

        FORCED OVERRIDE

        \n

        When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).

        \n
        \n

        TECHCASTING INSIGHT

        \n

        As an action, you can attempt to determine another creature’s experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If you succeed, you immediately learn the target’s techcasting Max Power Level, as well as any tech powers currently affecting the target.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rkooXE8vPLT1zs0j","name":"Double Swing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rtq7PyIfmJQ0lGX9","name":"Mighty Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

        \n

        This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rwlSmbnx9YtbWOI8","name":"Rising Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, as an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate two light- or vibro-weapons in each hand with which you are proficient, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn’t already include that modifier.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ryOcrJD1zMIca1s6","name":"Fists of Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you’ve learned to hone your rage through your fists. Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"s0Bf6Sv2exQNH7vK","name":"Unlimited Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

        \n

        You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage can not be reduced in any way.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"s0tgfPdqVbfeTu8X","name":"Synthetic Understanding","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you’ve applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.

        \n

        Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.

        \n

        Finally, when you deal damage with a tech power or your Double Strike Force Empowered Self option, you can choose to substitute the damage dealt as ion.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"s3zxpmEoABHG6fJN","name":"Darkness Charges","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, you learn to create a number of small charges that create enhanced darkness. Over the course of a short or long rest, you can create a number of charges equal to your Wisdom or Charisma modifier (your choice). Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

        \n

        Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The charges create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of brigiht light dispells it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"s7L1KzijyPgWkRng","name":"Mark of the Predator","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, if the target of your Ranger’s Quarry feature can see you, a number of friendly creatures you choose up to your Intelligence modifier have advantage on Dexterity (Stealth) checks made to hide from it.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"s9N0SbnOiNitLT5W","name":"Clarity of Vision","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sB7WR4Mow93lkPYh","name":"Surveyed Area","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sDqQ6apF5bfbS6GS","name":"Bonus Proficiencies (Engineer: Astrotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in astrotech’s implements. Additionally, when you engage in crafting with astrotech’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sMap3pJ2eaRKjLhs","name":"Dervish","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Adaptive Fighting, to a maximum of your Strength or Dexterity modifier (your choice, minimum of one).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sQ9c8Bnuj93ozEPr","name":"Force Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 2nd level
        You learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1). This includes the triggering attack.

        \n

        You can use this feature a number of times equal to your proficiency bonus, as shown in the consular table. You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Reaction.webp","effects":[]} -{"_id":"sTy1MsBoX23ucs5S","name":"Discoveries (Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ADMINISTRATOR’S LOG

        \n

        If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

        \n
        \n

        BACKDOOR EGRESS

        \n

        When you cast a tech power that affects an area and requires a saving throw, and you are inside that power’s area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

        \n
        \n

        INTELLIGENCE CORE OVERRIDE

        \n

        Prerequisite: 9th level
        You can cast the override interface tech power at 5th level without spending tech points.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        RESOURCE APPROPRIATION

        \n

        Prerequisite: 11th level
        If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        SKILLFUL CASTING

        \n

        When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

        \n
        \n

        SLEEPER PROGRAM

        \n

        Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power’s activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power’s effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sUs6idlxKXYU4ba6","name":"Force Deflection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sZbz4ionDvaecDde","name":"Redirect Error","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sbC804GyKAWJhQ12","name":"Portable Structure","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 3rd, 11th, and 17th level

        \n

        You have constructed a set of malleable, portable fortifications that can you and your allies. Over the course of a long rest, you create a portable structure that travels with you.

        \n

        Your portable structure can only be directed by you, and you must have a tech focus in order to direct it remotely. If you lack a tech focus, you can instead direct it while it is within 5 feet of you. Your portable structure has the following features:

        \n
          \n
        • Its AC equals your tech save DC.
        • \n
        • It has a number of hit points equal to 5 x your engineer level. If your structure is reduced to 0 hit points, it collapses and can't be use again until you spend 1 hour repairing it. which can be done during a short or long rest.
        • \n
        • You can restore missing hit points to your structure by casting the mending tech power on it. or by completing a short or long rest. Casting the mending tech power restores a number of missing hit points equal to your Intelligence modifier (minimum of one), but it can't be repaired to more than half its hit point maximum in this way. Completing a short rest restores your structure to half its hit point maximum, and completing a long rest restores it to its hit point maximum.
        • \n
        • Your structure has two modes: dismantled and deployed. While dismantled, your structure's speed equals your own, it hovers 5 feet off the ground, it up the space a 5 foot cube, and it weighs 500 lbs. This increases to a 10 foot cube and 1,000 lbs. at 11 th level, and a 15 foot cube and 2,000 lbs. at 17th level as you upgrade it. While deployed, your structure's speed is 0 and it takes up space dictated by how its deployed.
        • \n
        \n

        As an action, you can remotely deploy your structure at a space you can see on the ground within 30 feet of you, provided there is sufficient space to support it. This range increases to 60 feet at 11 th level and 120 feet at 17th level. Automatic dismantling of your structure takes 1 minute, and can be initiated on your turn (no action required).

        \n

        You can deploy your choice from these structures a combined total of four times, and you gain more uses at higher levels, as shown in the Modification Slots column of the engineer table. Each time you use this feature in excess of your proficiency bonus, your tech point maximum is reduced by 1 until you complete a long rest. You regain all expended uses when you complete a long rest.

        \n
        \n

        Bridge

        \n

        You deploy a bridge up to 30 feet long, 10 feet wide, and 3 feet thick. The bridge starts from the point at which you deploy it, and extends in a direction of your choice. When you dismantle your bridge, it retracts to the point at which you initially deployed it. Both ends of the bridge must be supported in some function; one end cannot be suspended in the air or on unstable terrain. The bridge can hold up to 1,000 lbs., any weight above which causes the bridge to instantly drop to 0 hit points, destroying it. If a creature is on the bridge when it is destroyed or dismantled, it must make a Dexterity saving throw against your tech save DC. On a successful saving throw, it reaches the closest part of the bridge that has stable support, or it maintains a grip on your bridge as it retracts, as appropriate. On a failed save, it falls.

        \n

        When you reach 11th level, the bridge can now extend up to 45 feet long, 15 feet wide, and it can support up to 2,000 lbs. When you reach 17th level, the bridge can now extend up to 60 feet long, 20 feet wide, and it can support up to 4,000 lbs.

        \n
        \n

        Cage

        \n

        You create a cage that surrounds a cube up to 10 feet on each side centered on the target location. The cube is surrounded on all sides except the ground by 2-foot-thick walls. The walls and roof are completely opaque, and you choose whether the structure has a light source when you deploy it that provides bright light within the cube. Otherwise, the space within the cube is in complete darkness. The cage is permeable, as air, water, and sound passes through it You can attempt to trap unwilling Medium or smaller creatures inside the cage. When you deploy this structure in an unwilling creature's space, it must make a Dexterity saving throw against your tech save DC. On a successful save, it can immediately move to nearest unoccupied space outside the sage. Otherwise, it is trapped within the structure when it is deployed.

        \n

        When you reach 11th level, the cage can extend up to 15 feet on each side, and it can trap creatures of Large size or smaller. When you reach 17th level, the cage can extend up to 20 feet on each side, and it can trap creatures of Huge size or smaller.

        \n
        \n

        Shelter

        \n

        You erect a shelter up to 15 feet long, 10 feet wide, 10 feet tall, with one-foot-thick walls, a roof, and a floor. It has a single door along its walls in a location of your choice. The building has temperature control and lighting systems, and can withstand harsh winds, heavy rain and snow. Any creature inside the shelter is protected from hazardous environmental effects outside the shelter such as extreme heat or cold. The structure does not provide additional breathing air for anyone inside if the environment it is placed in is not breathable. The house can comfortably support up to 5 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures.

        \n

        When you reach 11 th level, the house can extend up to 30 feet long, 15 feet wide, 15 feet tall, and it can now comfortable support up to 10 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, they regain all spent Hit Dice, instead of only half. When you reach 17th level, the house can extend up to 45 feet long 20 feet wide, 20 feet tall, and it can now comfortable support up to 10 Large creatures. For each Large creature, it can instead support 2 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, their exhaustion level is reduced by 2, instead of only 1.

        \n
        \n

        Tower

        \n

        You erect a tower from a 5-foot square platform centered on the target location that rises up to 30 feet. If the tower is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the tower. A creature can choose to fail the save. The tower comes equipped with a ladder that reaches from the ground to the platform.

        \n

        When you reach 11 th level, the tower's platform can extend 5 feet by 10 feet and rise up to 40 feet When you reach 17th level, the tower's platform can cover a 10-foot square, and rise up to 50 feet. Additionally, any creature on the tower's platform has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n

        Wall

        \n

        You deploy a wall up to 30 feet long 10 feet high, and 3 feet thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 3 feet thick. The wall features ramparts deep enough to support creatures of Medium size or smaller, and provides one-quarter cover to any creature on its ramparts. The wall includes a ladder on the side of your choice. You choose whether the wall contains any openings otherwise. Any openings chosen in this way can be seen through on both sides. The wall can be climbed, but requires a Strength (Athletics) check against your tech save DC for any creature without a climbing speed. A creature can only make this check once per turn.

        \n

        When you reach 11 th level, the wall can deploy up to 45 feet long and 15 feet high, or a ringed wall up to 15 feet in diameter and 15 feet high. Additionally, the wall now provides half cover to any creature on its ramparts. When you reach 17th level, the wall can deploy up to 60 feet long and 20 feet high, or a ringed wall up to 20 feet in diameter and 20 feet high. Additionally, the wall now provides three-quarters cover to any creature on its ramparts.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sbYfAu9t8TUNR5hp","name":"Overwhelming Cleave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, when you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"sfEr8ZBFVddlfLeF","name":"Varactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level
        While raging, you have advantage Dexterity checks, your attack rolls can't suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"sgJdISZMtwv08WPJ","name":"Katarn's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        You gain a climbing speed equal to your movement speed.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"shHFJ7KWhcnoOrQF","name":"Retaliatory Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the lightning charge force power, targeting them.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"snqkp9af24pxhQcv","name":"Critical Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 1st level

        \n

        You are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

        \n
          \n
        • When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.
        • \n
        • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[]} -{"name":"Menacing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply half damage as well as the effect.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"5dNmPaJ4YCKRu667","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Menaced","tint":"","transfer":false}],"_id":"spOzjJdS7AGR2LX7"} -{"_id":"squXPxLSakcrSOBA","name":"Discoveries (Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your studies in historical civilizations. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ARCHIVE RESEARCH 

        \n

        Your expeditions have turned up a bevy of knowledge on the force. You learn three at-will powers of your choice, which don't count against your number of force powers known.

        \n
        \n

        FORCE COMBAT KNOWLEDGE 

        \n

        Your research into Jedi and Sith combat techniques has allowed you to gain proficiency in simple lightweapons. When you are the target of your Critical Analysis, you use your choice of your Intelligence or Strength modifier for the attack and damage rolls with simple lightweapons. You must tuse the same modifier for both rolls.

        \n

        Additionally, you gain knowledge of one lightsaber form of your choice.

        \n
        \n

        IT BELONGS IN A MUSEUM 

        \n

        Your knowledge of antquities is unparalleled. When you make an Intelligence (Lore) check or an ability check with your archaeologist kit, you may treat any roll of a 9 or lower as a 10.

        \n
        \n

        LOCALIZED SURVEY 

        \n

        Prerequisite: 13th level

        \n

        Your affinity for the force allows you to key in to the recent past of an area you enter. When you would expend a use of your Psychometric Analysis, you can instead choose to target your immediated vicinity (up to a 50-foot cube) and investigate for at least 1 minute. For each minute you investigate, you see visions of recent events in the area going back a number of days equal to your scholar level, you learn about one signifiant event, beginning with the most recent.

        \n

        You can investigate in this way for a number minutes equal to your scholar level and must maintain concentration during that time, as if you were concentrating on a power.

        \n

        Once you've used this feature, you can't use it again until you complete a short or long rest.

        \n
        \n

        MAKING THIS UP AS YOU GO 

        \n

        Prerequisite: 17th level

        \n

        You may now cast force powers at 4th-level twice between rests.

        \n
        \n

        TELEKINETIC MINISTRATIONS 

        \n

        Prerequisite: 9th level

        \n

        You can cast the telekineses force power at 5th level without spending force points.

        \n

        Once you've used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        THE YEARS AND THE MILEAGE 

        \n

        Your archaeological studies have taken you all across the galaxy. While you are the target of your Critical Analysis feature, you can use your universal forcecasting ability instead of Wisdom when making Insight or Survivial checks.

        \n
        \n

        TOMB OF THE ANCIENTS 

        \n

        Prerequisite: 5th level

        \n

        As a reaction when you take damage, you can entomb yourself in the Force until the end of your next turn. For the duration, you have resistance to the triggering damage, you gain temporary hit points equal to 1d10 + your universal forcecasting ability modifier + your scholar level to potentially absorb the attack, and your speed is reduced to 0.

        \n

        Once you use this feature, you can't use it again until you complete a short or long rest.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"srUX8ZuR0r6d8Kob","name":"Perception's Exploit - Angle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"swx8BTQy2S1WGFSj","name":"Evasive Footwork","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"aXAuv80xH4fyilcx","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Evasive Footwork","tint":"","transfer":false}]} -{"_id":"szBvqoou8yziMCmN","name":"Uncanny Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 5th level

        \n

        When an attacker that you can see deals damage to you with an attack, you can use your reaction to halve the attack’s damage against you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Reaction.webp","effects":[]} -{"_id":"t55c7OyiSdmENJIM","name":"Double Tap (Operative: Scrapper)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you can deal Sneak Attack damage twice per turn, but you can’t deal more than your total Sneak Attack dice to a single target per turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"tOo3ExbyW5uQdHJk","name":"Charged Illusions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level (rounded down).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"tZiE3SNBeoRftTYD","name":"Modified Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you’ve learned to make modifications to your body, cybernetically augmenting yourself. Over the course of a long rest, you can modify yourself with cybernetic augmentations. You must have biotech's tools in order to perform this modification.

        \n

        While you have at least one cybernetic augmentation installed, your body counts as a tech focus for your tech powers. Additionally, you have 4 modification slots, and you gain more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        Biotech Modifications

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        Active Camouflage Core

        \n

        Prerequisite: 13th level

        \n

        As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.

        \n
        \n

        Anti-Dazzle Ocular Implant

        \n

        This augmentation replaces your eyes.

        \n

        You are immune to the blinded condition, and you can enable or disable your ability to see anytime. Additionally, your eyes are equipped with a holorecorder device. You can perfectly recall anything you've sees in the last 7 days.

        \n
        \n

        Auto-Defibrillator

        \n

        Prerequisite: 5th level

        \n

        Prerequisite: Hardy Torso Prothesis

        \n

        The Constitution score of your Hardy Torso Prosthesis increases by 2. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. <h3

        \n

        This augmentation replaces an arm.

        \n

        When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm's Strength score and your own.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Celerity Leg Prosthesis

        \n

        This augmentation replaces both legs.

        \n

        When determining your bonus to AC and saving throws from Dexterity, your Dexterity score is treated as 15. Additionally, you can substitute this score for your own whenever you make an ability check or attack roll that uses your legs. If your Dexterity score is already equal to or greater than 15, it has no effect on you.

        \n
        \n

        Detachable Eye

        \n

        This augmentation replaces an eye.

        \n

        As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Detachable Hand

        \n

        This augmentation replaces a hand.

        \n

        As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a container. You can move the hand up to its speed each time you use it

        \n

        You can choose this modification multiple times.

        \n
        \n

        Frailcasting Inhibitor

        \n

        Prerequisite: 5th level

        \n

        While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        Hardy Torso Prosthesis

        \n

        This augmentation replaces your torso.

        \n

        Your Constitution score becomes 13. If your Constitution score is already equal to or greater than 13, it has no effect on you. Additionally, you have advantage on saving throws against poison.

        \n
        \n

        Harpoon Hand

        \n

        This augmentation replaces a hand.

        \n

        You modify your hand, granting it the ability to transform into a harpoon. With this hand, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

        \n

        A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

        \n

        While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

        \n

        Once you've used this feature, you can’t use your hand again until you recover and reinsert it as an action.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Integrated Subdermal Armor

        \n

        Prerequisite: 5th level

        \n

        When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier.

        \n
        \n

        Iridonian Grav-Lev Hand

        \n

        This augmentation replaces a hand.

        \n

        Your unarmed strikes with this arm deal 1 d4 ion damage, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift Additionally, you deal double damage to energy-based structures with your unarmed strikes.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Magnetic Forearm Enhancement

        \n

        This augmentation replaces a forearm.

        \n

        Unarmed strikes with this hand have the reach property.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Mighty Prowess Enabler

        \n

        Prerequisite: 5th level

        \n

        Prerequisite: Brawny Arm Prothesis

        \n

        The Strength score of your Brawny Arm Prosthesis increases by 2. Additionally, you are considered proficient with any weapon you wield with this arm. If the weapon requires two hands to use, and you are not already proficient with it, you only add half your proficiency bonus to attack rolls you make with it, unless you wield it in two of these hands.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Nighthawk Ocular Implant

        \n

        This augmentation replaces your eyes.

        \n

        You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.

        \n
        \n

        Powered Harpoon Hand

        \n

        Prerequisite: 9th level

        \n

        Prerequisite: Harpoon Hand

        \n

        While your harpoon hand is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

        \n
        \n

        Rendcasting Inhibitor

        \n

        Prerequisite: 5th level

        \n

        While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        Skills Enhancement Package

        \n

        Prerequisite: 13th level

        \n

        When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.

        \n
        \n

        Sound Dampeners

        \n

        This augmentation replaces your ears.

        \n

        You are immune to the deafened condition, and you can enable or disable your ability to hear anytime. Additionally, your ears are equipped with a person translator that allows you to understand up to 15 languages different, however, you cannot speak them. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

        \n
        \n

        Surveillance Implant

        \n

        This augmentation replaces your face.

        \n

        This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.

        \n
        \n

        Survival And Surveillance Implant

        \n

        Prerequisite: 9th level

        \n

        This augmentation replaces your eyes and face.

        \n

        This implant contains several tools for long-term survival and reconnaissance. As a bonus action, you can activate one of the below modes that enable you to use several of these tools at once. Activating a different mode deactivates any currently active mode.

        \n
          \n
        • Communications Mode: This communications suite includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver. While this mode is active, you cannot be deafened.
        • \n
        • Interceptor Mode: This is a jamming and electronic warfare suite that includes a comm jammer, a holotrace device and pocket scrambler.
        • \n
        • Respirator Mode: This includes a basic respirator that grants advantage on saving throws made to avoid being poisoned and resistance to poison damage.
        • \n
        \n
        \n

        Swift Gait Attuner

        \n

        Prerequisite: 5th level

        \n

        Prerequisite: Celerity Leg Prothesis

        \n

        The Dexterity score of your Celerity Leg Prosthesis increases by 2. Additionally, you gain proficiency in Dexterity saving throws.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Vector Amplifier

        \n

        Prerequisite: 5th level

        \n

        While using your body as a tech focus, you gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        Vector Rangefinder

        \n

        Prerequisite: 5th level

        \n

        While using your body as a tech focus, you gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        Voice Synthesizer

        \n

        Prerequisite: 5th level

        \n

        This augmentation replaces your throat.

        \n

        This augmentation allows you to synthesize and perfectly mimic any voice that you have heard in the last month, and the synthesizer can translate verbal communications between up to 5 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer. Additionally, you can add your Intelligence modifier to any Charisma (Deception) check made to lie to another creature.

        \n
        \n

        Weapon Integration

        \n

        This augmentation replaces a forearm.

        \n

        You can integrate a single weapon that weighs no more than 8 lb. into your forearm. While integrated, you can use a bonus action to hide or reveal the weapon, which can only be used while revealed. While hidden, the weapon has the hidden property. While revealed, the weapon has the fixed property.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Withercasting Inhibitor

        \n

        Prerequisite: 5th level

        \n

        While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"tbHaX0KFQ8awqRGN","name":"Evasion (Operative)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 7th level

        \n

        When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Evasion","tint":"","transfer":true}]} -{"_id":"tk7nQSyaZa5kneO6","name":"Piloting's Exploit - Spin","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"u07a2ZXQlokyBClQ","name":"Shadow Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, you learn to strike from the shadows. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll.

        \n

        The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"u6LYZxy7ZKsD0LY5","name":"Modified Tinkercannon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to enhance your tinker’s implements with unstable science, modifying them into a harness with a cannon. Over the course of a long rest, you can modify your tinker’s implements to create a tinkercannon. You must have tinker’s implements in order to perform this modification.

        \n

        Whenever you cast a tech power of 1st level or higher while wielding your tinkercannon, you risk unexpected complications. Your GM can have you roll a d20. If you roll a 1, roll on the Unstable Engineering Surge table to create a random effect.

        \n

        Additionally, your tinkercannon come equipped with 4 overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer table. Each time you trigger an Unstable Engineering Surge, you can use an override to reroll the percentile dice. You must use the new result, you can only do this once per surge, and each time you do so in excess of your proficiency bonus (resetting on a long rest) your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.

        \n
        Unstable Engineering Surge
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        d100Result
        01-02Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls.
        03-04For the next minute, you can see any invisible creature if you have line of sight to it.
        05-06A DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later.
        07-08You cast explosion at 3rd-level centered on yourself without expending tech points.
        09-10You cast homing rockets at 5th-level without expending tech points.
        11-12Roll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow.
        13-14You fall asleep standing for 1 minute or until you take damage.
        15-16For the next minute, you regain 5 hit points at the start of each of your turns
        17-18You grow a long beard made of feathers that remains until you sneeze.
        19-20You cast oil slick centered on yourself without expending tech points.
        21-22Creatures have disadvantage on the first saving throw they make against you in the next minute.
        23-24Your skin turns a vibrant shade of blue. Any effect that ends a curse ends this.
        25-26You grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute.
        27-28For the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action.
        29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
        31-32You take 2d10 lightning damage and are shocked for 1 minute.
        33-34Maximize the damage of the next damaging tech power you cast within the next minute.
        35-36Roll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older.
        37-38You start running uncontrollably for 1 minute, moving your entire speed each turn.
        39-40You regain 2d10 hit points.
        41-42Each creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute.
        43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
        45-46You are blinded and deafened for 1 minute.
        47-48You have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute.
        49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
        51-52A shimmering energy barrier grants you a +2 bonus to AC for 1 minute.
        53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
        55-56Your hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours.
        57-58For 1 minute, any flammable object not worn or carried you touch bursts into flame.
        59-60You regain tech points equal to your Intelligence modifier (minimum of one).
        61-62For the next minute, you shout whenever you speak.
        63-64You cast smoke cloud centered on yourself without expending tech points.
        65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
        67-68You are frightened by the nearest creature until the end of your next turn.
        69-70Each creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power.
        71-72You gain resistance to all damage for the next minute.
        73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
        75-76You emit bright light in a 30-foot radius for 1 minute.
        77-78Each creature within 30 feet of you except you gains the benefits of mirror image for 1 minute.
        79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
        81-82You can take one additional action immediately.
        83-84Each creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage.
        85-86You cast mirror image without expending tech points.
        87-88You are frozen in carbonite and paralyzed for 1 minute or until you take damage.
        89-90You turn invisible and can’t make sound for 1 minute, or until you attack or cast a power.
        91-92If you die within the next minute, you immediately come back to life as if by the defibrillate power.
        93-94Your size increases by one size category for the next minute.
        95-96You and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute.
        97-98You are surrounded by faint, ethereal music for the next minute.
        99-100You regain half your expended tech points.
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"u7MxfRLGGRYAy04z","name":"Vigilant Defender","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"uAE6iG36liBaddaO","name":"Force Resistance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, while the target of your Ranger’s Quarry feature is within 30 feet of you, you gain the following benefits:

        \n
          \n
        • You have advantage on saving throws against force powers they cast.
        • \n
        • You have resistance to damage dealt by force powers they cast.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"uGPz2W0KIQ4Xk6xv","name":"Aura of Conviction","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"_id":"uIOP1xHouOlyDym1","name":"Mentor's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level

        \n

        Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"uITFuPS25GwkJnV6","name":"Lunging Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"3ofwicyA3h1jv28F","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Lunging Attack","tint":"","transfer":false}]} -{"_id":"uQxumZPsh5sK9v2Q","name":"Nature's Exploit - Emulate Predator","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"uVj65irpjyXXnU6M","name":"Special Ammunition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.

        \n

        AMMUNITION ENHANCEMENTS

        \n

        You know two ammunition enhancements of your choice, which are detailed under “Ammunition Enhancements” below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,

        \n

        You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

        \n

        Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.

        \n

        AMPLIFIED SHOTS

        \n

        You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn’t involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.

        \n

        SAVING THROWS

        \n

        Some of your ammunition enhancements require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier

        \n
        \n

        AMMUNITION ENHANCEMENTS

        \n

        The ammunition enhancements are presented in alphabetical order.

        \n
        \n
        \n

        CARBONITE SHOT

        \n

        When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, it gains 1 slowed level, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.

        \n

        The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.

        \n
        \n

        COERCING SHOT

        \n

        You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

        \n

        The poison damage increases to 4d6 when you reach 18th level in this class.

        \n
        \n

        EXPLOSIVE SHOT

        \n

        You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.

        \n

        The fire damage increases to 4d6 when you reach 18th level in this class.

        \n
        \n

        HALLUCINOGEN SHOT

        \n

        You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

        \n

        The psychic damage increases to 4d6 when you reach 18th level in this class.

        \n
        \n

        PIERCING SHOT

        \n

        You enhance your shot with armor-piercing properties. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon’s type. On a successful save, a target takes half as much damage.

        \n

        The extra damage increases to 2d6 when you reach 18th level in this class.

        \n
        \n

        QUELL SHOT

        \n

        You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

        \n

        The poison damage increases to 4d6 when you reach 18th level in this class.

        \n
        \n

        SEEKING SHOT

        \n

        You apply a tracing signal to your shot. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

        \n

        The kinetic damage increases to 2d6 when you reach 18th level in this class.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"uXm28JTQwru6y0tj","name":"Explosive Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

        \n

        Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creature within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier). A creature takes 2d4 + your Intelligence modifier kinetic damage on a failed save, or half as much on a successful one.

        \n

        The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ubfF7LaQ2HdTQKx9","name":"Learner's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in a skill and a tool, or two tools.

        \n

        You can select this exploit multiple times, each time choosing a new skill and a tool, or two new tools.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} -{"_id":"ueVZJoMfvAMrL0xc","name":"Goading Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

        \n
        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"JZVM9WpHdibWdv42","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Goaded","tint":"","transfer":false}]} -{"_id":"uiG3g9c7gdpYNrD0","name":"Redirect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when you would be affected by a weapon or force power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack, make a melee or ranged force attack against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your universal force save DC.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Techcasting Secrets (Guardian: Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 3rd level

        \n

        You have learned to blend your technological aptitude with the Force. Choose two tech powers of no higher level than your Max Power Level, as shown in the guardian table. The chosen powers count as both universal force powers and tech powers for you, but are not included in the number in the Powers Known column of the guardian table.

        \n

        You learn two additional powers at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of no higher level than your Max Power Level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"umCqTGZ1GTQAmX3S"} -{"_id":"utG47h4qqKWblu3A","name":"Adaptive Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"v1GPZX7JZ4lh2Bhy","name":"Improved Decoys","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, you can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"v4CZJ8LBMl5PYZCO","name":"Fyrnock's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":7.5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[]} -{"_id":"vABtgK0Jau0b6cTl","name":"Tell Me the Odds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, if the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).

        \n

        This die increases to d10 at 13th level and d12 at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vIBCNYhk5Z7GWVyL","name":"Fire As One","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Channel the Force (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 7th level

        \n

        You learn your choice of the Cause Harm or Lend Aid Channel the Force options, and when you use either of these options, you gain additional benefits.

        \n
        \n
        \n

        Cause Harm

        \n

        You can choose to deal ion damage instead of necrotic.

        \n
        \n

        Lend Aid

        \n

        Droids and constructs are now valid targets.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"vPTkjP0U9muCFQkf"} -{"_id":"vd1BMUHvQoWbo2j6","name":"Form Basics (Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Vonil/Ishu lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vh8gpSCT41sZMONL","name":"Kinetic Bastion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you can protect allies even further from you. When a creature within 30 feet of you is hit by a melee weapon attack, you can use your reaction to teleport to them and extend your Kinetic Ward. If this damage is not reduced to 0, the warded creature takes any remaining damage.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vjAOfKzmrVFcwYTh","name":"Adaptive Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vjzKXTUin4nIeIDJ","name":"Accomplished Ambusher","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, when you take the Attack action against a creature that is surprised, you can make one additional attack against that creature as a part of that action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vqxJzX2jON1LZuAS","name":"Force-Empowered Casting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 2nd, 9th, and 17th level

        \n

        You gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 9thand 17th level.

        \n

        You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

        \n
        \n
        \n

        CAREFUL POWER

        \n

        When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

        \n
        \n

        DISTANT POWER

        \n

        When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

        \n

        When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

        \n
        \n

        EXTENDED POWER

        \n

        When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

        \n
        \n

        HEIGHTENED POWER

        \n

        When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

        \n
        \n

        IMPROVED POWER

        \n

        When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

        \n

        You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

        \n
        \n

        LINGERING POWER

        \n

        When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

        \n
        \n

        PINPOINT POWER

        \n

        When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

        \n
        \n

        QUICKENED POWER

        \n

        When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

        \n
        \n

        REFOCUSED POWER

        \n

        When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

        \n

        You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n
        \n

        SEEKING POWER

        \n

        If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

        \n

        You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n
        \n

        TWINNED POWER

        \n

        When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"vxR8oI3jyjVUt5sJ","name":"Targeting Matrix","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vzh8iX6HpkxnYKR8","name":"Voodoo Doll: Pain","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

        \n
          \n
        • Pain: The target must succeed on a Constitution saving throw or be wracked with pain for 1 hour. While in pain in this way, the target takes an additional 1d4 psychic damage whenever it takes damage.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Action.webp","effects":[]} -{"_id":"vztjE89CZfhFYbOl","name":"Quick-Release Stimulant","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, when you are dealt damage by an attack while you have at least one cybernetic augmentation installed, you can use your reaction and expend one use of your Potent Aptitude to reduce the damage you take. The damage is reduced by an amount equal to 1d10 + your Constitution modifier + your engineer level. If you reduce the damage to 0, you can gain temporary hit points equal to the remaining damage reduction.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vzwNHMqfV57Lr252","name":"Fighting Style (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"w2fcITzwIWxmBuLs","name":"Shocking Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

        \n

        Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power’s saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"w7Hb4Rru8t27O2uL","name":"Additional Maneuvers (Scholar: Explorer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        EFFECTIVE FLANKING

        \n

        Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

        \n

        On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

        \n
        \n

        ENCOURAGING PACE

        \n

        You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

        \n
        \n

        NO ESCAPE

        \n

        Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature’s movement speed becomes 0 until the start of its next turn.

        \n
        \n

        PRECISE MOVEMENTS

        \n

        When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature’s speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

        \n
        \n

        SNARE TRAPS

        \n

        You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

        \n

        On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

        \n
        \n

        SUPERIOR COUNTERATTACK

        \n

        Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

        \n
        \n

        WRESTLE AND DRAG

        \n

        When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"w8lV2PlpwsbT2Idf","name":"Blistering Rebuke","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn’t moved or shocked.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"w9G3JY7dSOaXJIAh","name":"Backup Plans","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, when you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wAKt9PO3BZLziVzj","name":"Disruptive Shock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wBdYcwBoZm5KFnSn","name":"Purity of Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 13th level

        \n

        Your are immune to disease and poison and resistant to poison damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"N98ZOr9Yj3gJNiNJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.ci.value","value":"diseased","mode":2,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Purity of Body","tint":"","transfer":true}]} -{"_id":"wIHplALcnef15uBd","name":"Bonus Proficiencies (Fighter: Tactical)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency with one type of artisan’s implements of your choice.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wJqNvAh5jroqKZWd","name":"New Item","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wR9uAGEnSdKoVvYo","name":"Epicenter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wfigLmIQg03vIbxP","name":"Dynamic Attachment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, while you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wgEc1fPVzUOOLiY7","name":"Creative Destruction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you can add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features. If the tech power or class feature would damage multiple creatures, you can only deal this additional damage to one of them.

        \n

        If you choose to deal this additional damage, your GM can have you roll on the Unstable Engineering Surge table.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wgwQXhnekGSa9kt3","name":"Bonus Proficiencies (Operative: Lethality)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wm5BdvpgkfRziN7Q","name":"Bonus Proficiencies (Guardian: Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"wq4b1B3UvPmIOs9G","name":"Extra Attack (Pugnacity)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Pugnacity Practice: 9th level

        \n

        When you take the Attack action on your turn, you can choose to attack twice, instead of once.

        \n

        Additionally, you can deal Sneak Attack damage any number of times on your turn. Each time you deal Sneak Attack damage, you can choose how many Sneak Attack dice you apply.

        \n

        You can't apply more than your total Sneak Attack dice each turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Pugnacity 9"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} -{"_id":"ws4yTZAFTaHvuYht","name":"System Override","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the diminish tech and tech override powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

        \n

        You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"x1TSm5F0CtGuX7u4","name":"Supreme Awareness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

        \n

        You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"x41qlxJPclXaeCkH","name":"Humanoid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"
        \n

        HUMANOID COMPANION

        \n

        Your humanoid takes a form and size of your choosing. Your humanoid's size determines its features.

        \n

        Once you've chosen the size of your humanoid, you assign your humanoid's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

        \n
        \n
        \n

        HUMANOID FEATURES

        \n

        All humanoids share the following features.

        \n
        \n

        PROFICIENCIES AND FEATURES

        \n
        \n
          \n
        • Languages: Humanoids can speak, read, and write Galactic Basic and one language of your choice. If your humanoid takes the form of a species that can't speak Galactic Basic, you choose whether or not your humanoid can speak it.
        • \n
        • Type: Humanoid
        • \n
        • Armor Class: Your humanoid's armor class equals 10 + its Dexterity modifier.
        • \n
        • Attitude: The humanoid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your humanoid acts on its own.
        • \n
        \n
        \n
        \n
        \n

        TINY HUMANOIDS

        \n

        Tiny humanoids are comprised of diminutive species such as anzellan or patitites.

        \n

        As a tiny humanoid, your humanoid companion has the following features.

        \n
        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d4 per humanoid level
        • \n
        • Hit Points at 1st Level: 4 + your humanoid's Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d4 (or 3) + your humanoid's Constitution modifier per humanoid level after 1st
        • \n
        \n
        \n
        \n

        PROFICIENCIES AND FEATURES

        \n
        \n
          \n
        • Tools: One of your choice.
        • \n
        • Size: Tiny
        • \n
        • Speed: 20 ft.
        • \n
        • Pintsized: Your humanoid's tiny stature makes it hard for it to wield bigger weapons. Your humanoid can't use medium or heavy shields. Additionally, it can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.
        • \n
        • Puny: Your humanoid is too small to pack much of a punch. It has disadvantage on Strength saving throws, and when determining its bonus to attack and damage rolls for weapon attacks using Strength, it can't add more than +3.
        • \n
        • Small and Nimble: Your humanoid is too small and fast to effectively target. It has a +1 bonus to AC, and it has advantage on Dexterity saving throws.
        • \n
        \n
         
        \n
        \n
         
        \n
        \n

        SMALL HUMANOIDS

        \n

        Small humanoids are comprised of shorter species such as ewoks or jawas.

        \n

        As a small humanoid, your humanoid companion has the following features.

        \n
        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d6 per humanoid level
        • \n
        • Hit Points at 1st Level: 6 + your humanoid's Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d6 (or 4) + your humanoid's Constitution modifier per humanoid level after 1st
        • \n
        \n
        \n
        \n

        PROFICIENCIES AND FEATURES

        \n
        \n
          \n
        • Skills: One of your choice
        • \n
        • Tools: One specialist's kit of your choice
        • \n
        • Size: Small
        • \n
        • Speed: 25 ft.
        • \n
        • Undersized: Your humanoid's small stature makes it hard for it to wield bigger weapons. Your humanoid can't use heavy shields. Additionally, it can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
        • \n
        \n
        \n
        \n
        \n

        MEDIUM HUMANOIDS

        \n

        Medium humanoids are the most common seen in the galaxy.

        \n

        As a medium humanoid, your humanoid companion has the following features.

        \n
        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d8 per humanoid level
        • \n
        • Hit Points at 1st Level: 8 + your humanoid's Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d8 (or 5) + your humanoid's Constitution modifier per humanoid level after 1st
        • \n
        \n
        \n
        \n

        PROFICIENCIES AND FEATURES

        \n
        \n
          \n
        • Size: Medium
        • \n
        • Speed: 30 ft.
        • \n
        • Armored: Your humanoid has proficiency in light armor. If it would already have proficiency in light armor, it instead has proficiency in medium armor. If it would already have proficiency in light and medium armor, it instead has proficiency in heavy armor. If it would already have proficiency in all armor, it instead has proficiency in a skill or tool of your choice.
        • \n
        \n
        \n
        \n
        \n

        HUMANOID TRAITS

        \n

        The traits are presented in alphabetical order. If a trait has prerequisites, your companion must meet them to adopt it. Your companion can adopt a trait at the same time that it meets the trait's prerequisites. Whenever your companion gains a level, it can exchange one trait for another one.

        \n

        \n
        \n
        \n
        \n
        \n
        \n
        \n
        \n
        \n

        ADAPTIVE RESILIENCE

        \n

        Your humanoid has advantage on Strength and Constitution saving throws against tech powers.

        \n
        \n
        \n
        \n
        \n

        AGGRESSIVE

        \n

        As a bonus action, your humanoid can move up to its speed toward an enemy of its choice that it can see or hear. Your humanoid must end this move closer to the enemy than it started.

        \n
        \n
        \n

        ALERT

        \n

        Always on the lookout for danger, your humanoid gains the following benefits:

        \n
          \n
        • Your humanoid gains a +5 bonus to initiative.
        • \n
        • You and your humanoid can't be surprised while your humanoid is conscious.
        • \n
        \n
        \n
        \n

        ATHLETE

        \n

        Your humanoid has undergone extensive physical training to gain the following benefits:

        \n
          \n
        • When your humanoid is prone, standing up uses only 5 feet of its movement.
        • \n
        • Climbing doesn't halve your humanoid's speed.
        • \n
        • Your humanoid can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
        • \n
        \n
        \n
        \n

        AMPHIBIOUS

        \n

        Your humanoid can breathe air and water.

        \n
        \n
        \n

        CANNIBALIZE

        \n

        If your humanoid spends at least 1 minute devouring the corpse of a beast or humanoid, it gains temporary hit points equal to its Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n
        \n

        CLOSED MIND

        \n

        Your humanoid has advantage on Wisdom and Charisma saving throws against force powers.

        \n
        \n
        \n

        DARKVISION

        \n

        Your humanoid has a keen eyesight, especially in the dark. It can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.

        \n
        \n
        \n

        DEFENSIVE BALL

        \n

        Your humanoid is able to curl into a rolling ball for extra protection. When it takes the Dash action while it isn't wielding a shield, it gains a bonus to AC equal to have its proficiency bonus (rounded up) until the start of its next turn.

        \n
        \n
        \n

        DEFIANT

        \n

        When your humanoid or a creature it can see that can see and understand it makes an ability check, attack roll, or saving throw, your humanoid can roll a d4 and add it to their roll (no action required). It can use this before or after the roll, but before the GM determines the roll's outcome. Once your humanoid has used this feature, it must complete a short or long rest before it can use it again.

        \n
        \n
        DUNGEON DELVER
        \n
        \n
        \n

        Alert to the hidden traps and secret doors found in many dungeons, your humanoid gains the following benefits:

        \n
          \n
        • Your humanoid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
        • \n
        • Your humanoid has advantage on saving throws made to avoid or resist traps.
        • \n
        • Your humanoid has resistance to the damage dealt by traps.
        • \n
        • Your humanoid can search for traps while traveling at a normal pace, instead of only at a slow pace.
        • \n
        \n
        \n
        \n

        DURABLE

        \n

        Hardy and resilient, your humanoid gains the following benefits:

        \n
          \n
        • When your humanoid rolls a Hit Die to regain hit points, the minimum number of hit points your humanoid can regain from the roll equals twice your humanoid's Constitution modifier (minimum of 2).
        • \n
        • Your humanoid's hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your humanoid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
        • \n
        \n
        \n
        \n

        ENTHRALLING PHEROMONES

        \n

        Your humanoid can use its pheromones to influence individuals of both sexes. Whenever your humanoid rolls a 1 on a Charisma (Persuasion) check, it can reroll the die and must use the new roll. Additionally, once per short or long rest, your humanoid can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

        \n
        \n
        \n

        FIGHTING STYLE

        \n

        Your humanoid adopts a particular style of fighting as its specialty. Choose one of the Fighting Style options, detailed in chapter 6 of the Player's Handbook. Your humanoid can't take a Fighting Style option more than once, even if it later gets to choose again.

        \n
        \n
        \n

        FLIGHT

        \n

        Prerequisite 9th level
        Your humanoid has a flying speed equal to its walking speed. While wearing medium or heavy armor, its flying speed is reduced by half.

        \n
        \n
        \n

        FORCE ADEPT

        \n

        Prerequisite: Force Sensitive
        Your humanoid knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment).

        \n
        \n
        \n

        FORCE CONTENTION

        \n

        Your humanoid has advantage on Strength and Constitution saving throws against force powers.

        \n
        \n
        FORCE-SENSITIVE
        \n
        \n
        \n
        \n
        \n
        \n
        \n

        Your humanoid one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.

        \n
        \n
        \n

        FOUR-ARMED

        \n

        Your humanoid has four arms which it can use independently of one another. It can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

        \n
        \n
        \n

        GROVEL, COWER, AND BEG

        \n

        Prerequisite: 5th level
        As an action on its turn, your humanoid can cower pathetically to distract nearby foes. Until the end of its next turn, your humanoid's allies gain advantage on attack rolls against enemies within 10 feet of it that can see it.

        \n

        Once your companion has used this trait, it can't use it again until it finishes a short or long rest.

        \n
        \n
        \n

        HARDY CLEVERNESS

        \n

        Your humanoid has advantage on Wisdom and Charisma saving throws against tech powers.

        \n
        \n
        \n

        HEAVILY ARMORED

        \n

        Prerequisite: Proficiency with medium armor
        Your humanoid gains proficiency in heavy armor. If your humanoid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

        \n
        \n
        \n

        HIDDEN STEP

        \n

        As a bonus action, your humanoid can turn invisible until the start of its next turn or until it attacks, makes a damage roll, or forces someone to make a saving throw.

        \n

        Once your humanoid has used this trait, it can't use it again until you finish a short or long rest.

        \n
        \n
        \n

        HIDE

        \n

        Your humanoid has a thick hide. When it isn't wearing armor, its AC is 13 + its Dexterity modifier.

        \n
        \n
        \n

        KEEN HEARING

        \n

        Your humanoid has advantage on Wisdom (Perception) checks that rely on hearing.

        \n
        \n
        \n

        KEEN SIGHT

        \n

        Your humanoid has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n
        \n

        KEEN SMELL

        \n

        Your humanoid has advantage on Wisdom (Perception) checks that rely on smell.

        \n
        \n
        \n

        LIGHTLY ARMORED

        \n

        Your humanoid gains proficiency in light armor. If your humanoid is already proficient in light armor, instead your humanoid's speed increases by 5 feet while light armor is integrated.

        \n
        \n
        LINGUIST
        \n
        \n
        \n

        Your humanoid has studied languages and codes, gaining the following benefits:

        \n
          \n
        • Your humanoid learns three languages of its choice.
        • \n
        • Your humanoid can can ably create written ciphers. Others can't decipher a code it creates unless it teaches them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.
        • \n
        \n
        \n
        \n

        MOBILE

        \n

        Your humanoid's speed increases by 10 feet.

        \n
        \n
        \n

        MODERATELY ARMORED

        \n

        Prerequisite: Proficiency with light armor
        Your humanoid gains proficiency in medium armor. If your humanoid is already proficient in medium armor, the maximum Dexterity bonus your humanoid can add to AC increases to 3 from 2 while medium armor is integrated.

        \n
        \n
        \n

        NATURALLY STEALTHY

        \n

        Your humanoid can attempt to hide even when it is obscured only by a creature that is its size or larger than it.

        \n
        \n
        \n

        NIMBLE AGILITY

        \n

        Your humanoid reflexes and agility allow it to move with a burst of speed. When your humanoid moves on its turn in combat, it can double its speed until the end of the turn. Once your humanoid has used this trait, it can't use it again until it moves 0 feet on one of its turns.

        \n
        \n
        \n

        NIMBLE REFLEXES

        \n

        Your humanoid has advantage on Dexterity and Intelligence saving throws against force powers.

        \n
        \n
        \n

        NIMBLENESS

        \n

        Your humanoid can move through the space of any creature that is of a size larger than it.

        \n
        \n
        \n

        OBSERVANT

        \n

        Prerequisite: Alert
        Quick to notice details of its environment, your humanoid gains the following benefits:

        \n
          \n
        • If your humanoid can see a creature's mouth while it is speaking a language it understands, your humanoid can interpret what it's saying by reading its lips.
        • \n
        • Your humanoid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
        • \n
        \n
        \n
        \n

        POWERFUL BUILD

        \n

        Your humanoid's carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n
        \n

        PROFICIENT

        \n

        Your humanoid gains proficiency in one skill or tool of its choice.

        \n
        \n
        RAPID REGENERATION
        \n
        \n
        \n
        \n
        \n
        \n
        \n

        Prerequisite: 5th level
        Your humanoid can control and focus its healing. As a bonus action, it can choose to spend one of its Hit Dice to recover hit points.

        \n
        \n
        \n

        REGENERATIVE

        \n

        Prerequisite: 5th level
        When your humanoid takes damage, it can use its reaction and expend a Hit Die to regain hit points as long as the damage would not reduce its hit points to 0.

        \n
        \n
        \n

        SECOND HEART

        \n

        Prerequisite: 5th level
        When your humanoid is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can't use this feature again until it finishes a long rest.

        \n
        \n
        \n

        STRONG-LEGGED

        \n

        When your humanoid makes a long jump, it can cover a number of feet up to twice its Strength score. When it makes a high jump, it can leap a number of feet up into the air equal to 3 + twice its Strength modifier.

        \n
        \n
        \n

        TECH RESISTANCE

        \n

        Your humanoid has advantage on Dexterity and Intelligence saving throws against tech powers.

        \n
        \n
        \n

        UNARMED COMBATANT

        \n

        Your humanoid's unarmed strikes deal 1d4 kinetic damage. It can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. It must use the same modifier for both rolls.

        \n
        \n
        \n

        SAVAGE ATTACKS

        \n

        When your humanoid scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

        \n
        \n
        \n

        SAVAGE SHORTY

        \n

        Prerequisite: Strength 13, size Small
        Despite being short of stature, your humanoid's size has no impact on its strength and virility. Your humanoid gains the following benefits:

        \n
          \n
        • Your humanoid's speed increases by 5 feet
        • \n
        • Your humanoid loses the Undersized trait.
        • \n
        \n
        \n
        \n

        TECH ADEPT

        \n

        Prerequisite: Tech Dabbler
        Your humanoid learns one 2nd-level tech power of your choice, and once per long rest it can cast it at 2nd-level without expending tech points. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for this power.

        \n
        \n
        \n
        \n
        \n

        TECH DABBLER

        \n

        Your humanoid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for these powers. At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.

        \n
        \n
        \n
        \n
        \n

        TINY TERROR

        \n

        Prerequisite: Strength 13, size Tiny
        Despite falling below knee height of other species, your humanoid's size has less impact on its strength and virility. Your humanoid gains the following benefits:

        \n
          \n
        • Your humanoid's speed increases by 5 feet
        • \n
        • Your humanoid loses the Pintsized trait, and it is no longer limited to +3 when determining its bonus to attack and damage rolls for weapon attacks using Strength due to the Puny trait.
        • \n
        • Your humanoid gains the Undersized trait: Undersized.Your humanoid's small stature makes it hard for it to wield bigger weapons. It can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
        • \n
        \n
        \n
        \n

        TOUGH

        \n

        Prerequisite: Durable
        Your humanoid has the blood of heroes flowing through its veins. Your humanoid gain the following benefits:

        \n
          \n
        • Whenever your humanoid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
        • \n
        \n
        \n
        \n

        TRANCE

        \n

        Your humanoid only needs 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your humanoid's long rest would be interrupted, it only needs to complete the long rest instead of restarting it to gain its benefits.

        \n
        \n
        \n
        \n
        \n

        WEAPON EXPERT

        \n

        Your humanoid gains proficiency with all blasters, lightweapons, and vibroweapons. If your humanoid is already proficient with all blasters, lightweapons or vibroweapons, instead once per turn when it rolls damage for a weapon attack using a weapon from a category in which it is proficient with all weapons, it can reroll the weapon's damage dice and use either total.

        \n
        \n
        \n
        \n
        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailedbelow. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

        \n

        You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

        \n
        \n

        SENTINEL IDEALS

        \n

        The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

        \n
        \n
        \n

        IDEAL OF THE AGILE

        \n

        You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

        \n
        \n

        IDEAL OF THE ARTISAN

        \n

        Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

        \n
        \n

        IDEAL OF THE CONTENDER

        \n

        You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

        \n
        \n

        IDEAL OF THE FIGHTER

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

        \n
        \n

        IDEAL OF THE HUNTER

        \n

        You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

        \n
        \n

        IDEAL OF THE STEADFAST

        \n

        When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

        \n
        \n

        IDEAL OF THE TITAN

        \n

        You gain proficiency in medium armor.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

        \n
        \n

        IDEAL OF THE TRANQUIL

        \n

        When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

        \n
        \n

        IDEAL OF THE VIGOROUS

        \n

        When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xLWuR3Z2WROW7Ggm","name":"Placed Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.

        \n

        Some of your placed shots require your target to make a saving throw to resist the placed shot’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Placed Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

        \n
        \n
        \n

        DISARMING SHOT

        \n

        You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. The object lands at its feet.

        \n
        \n

        PENETRATING SHOT

        \n

        You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.

        \n

        The damage is of the same type dealt by the original attack.

        \n
        \n

        SUPPRESSIVE SHOT

        \n

        You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xLmHLKF5gZn3nX0n","name":"Living Current","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, you’ve learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat die + half the amount of damage taken (rounded down).

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xMszYyTbAZkoKBY1","name":"Vow of The Mortal","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"xWOwi6l4lIQ33Qi0","name":"Fighting Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 3rd level
        You’ve mastered a particular style of fighting. Choose one of the Fighting Mastery options, detailed in Chapter 6.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"_id":"xdWQ4OuCVA0ZPS3U","name":"Discoveries (Explorer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your studies in maps and hidden routes. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        COVER ADEPT

        \n

        Prerequisite: 12th level
        You treat one-quarter cover as half cover, half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

        \n
        \n

        DUNGEON EXPLORER

        \n

        You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

        \n

        In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

        \n
        \n

        GALACTIC EXPLORER

        \n

        Prerequisite: 9th level
        When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

        \n
        \n

        GRAPPLING HUNTER

        \n

        Prerequisite: 5th level
        Attack rolls that you make against creatures that you are grappling have advantage.

        \n
        \n

        HIGH GROUND

        \n

        Prerequisite: 5th level
        Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

        \n
        \n

        NO STONE LEFT UNTURNED

        \n

        When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

        \n
        \n

        VERSATILE EXPLORER

        \n

        You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xkGpjUxmL8wQYEW9","name":"Master Duelist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xq3FuL9roeEDhh6b","name":"All-Out Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.

        \n

        Once you use this feature, you cannot use it again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xsN7QCSQmiloh5oF","name":"Unerring Accuracy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xyLkSZxNcvNJ2Wxm","name":"Back Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn’t have advantage on the save.

        \n

        When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"xzRNHB2M2HdOZzr7","name":"Fuel the Rampage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, while you are both raging and experiencing the high of a substance, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"y4La6YmQxB9QOoQQ","name":"Unarmored Defense (Fighter: Blademaster)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Evasive Footwork (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"aXAuv80xH4fyilcx","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Evasive Footwork","tint":"","transfer":false}],"_id":"y6H4SiGEZcbILwzs"} -{"_id":"y6sNfiGJFAddwfcb","name":"Mutagenic Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yDmXVFAILTKe2ET5","name":"Psychometric Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, your strength in the Force and your ability to read the objects around you intensifies. You can use your Critical Analysis to analyze an object of Huge size or smaller that you can see within range. When you do so, you learn whether or not the object is enhanced, cursed, and how old it is.

        \n

        Additionally, you can end your Critical Analysis on the object (no action required) to ask it a single question and receive an answer, usually in the form of an auditory or visual hallucination. For example, touching the rusted, broken remains of a lightsaber and asking how it got there may result in a brief vision of a disgruntled Jedi Knight casting it to the ground on that spot. An object \"questioned\" in this way can only provide information relating to its past. The GM has the final say on what objects can be questioned, and to what extent.

        \n

        You can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":4,"max":4,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yGC9VzT840qQWxca","name":"Rancor's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level
        While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"yMSvK9SmLoLI29p2","name":"Spirit Blade Assault","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, as an action, you conjure a blade of spirit energy and strike one creature within 5 feet of you with it, expending 1 to 10 focus points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per focus point spent, or half as much on a successful one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yNfequtADMj8vfP8","name":"Cause Harm","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.guardian.levels+@mod","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Action.webp","effects":[]} -{"_id":"yQ3P80xIfnf999Hg","name":"Dance of Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yRBX77FduzyjhnaX","name":"Force-Empowered Kinesis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, your connection to the Force allows you to briefly become incorporeal. When you use a Force-Empowered Self option, until the end of your turn, you can move through other creatures and objects as if they are difficult terrain. If you end this movement inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This damage can’t be reduced or negated in any way.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yTnJWJlddkvLIiOG","name":"Quick Escape","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yYfFFOgfllndNqWr","name":"Techcasting (Berserker: Industrial)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to half of your berserker level (rounded up), as shown in the Tech Points column of the Industrial Approach Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Industrial Approach Techcasting table.

        \n

        You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelTech Powers KnownTech PointsMax Power Level
        3rd321st
        4th421st
        5th531st
        6th631st
        7th742nd
        8th842nd
        9th952nd
        10th1052nd
        11th1162nd
        12th1262nd
        13th1373rd
        14th1473rd
        15th1583rd
        16th1683rd
        17th1794th
        18th1894th
        19th19104th
        20th20104th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yZcoaSioqe8qda2D","name":"Electric Attunement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yahaPxpXfPalRqxt","name":"Projected Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, as a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.

        \n

        ENVIRONMENTAL BARRIER

        \n

        You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

        \n

        PHYSICAL BARRIER

        \n

        You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"yyGo3f49AlXermtP","name":"Diamond Soul","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 14th level

        \n

        Your mastery of focus grants you proficiency in all saving throws, and when you fail a saving throw, you can spend 1 focus point to reroll it, taking the new roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 14","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Hhq04duDd9JKWOCM","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.cha.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Diamond Soul","tint":"","transfer":true}]} -{"_id":"z5s3mctvvQbG2Yh4","name":"Vengeance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, you gain one of the following features.

        \n

        Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.

        \n
        \n

        DEVASTATING CRITICAL

        \n

        When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon’s damage roll equal to your guardian level.

        \n
        \n

        THEIR POWER, MY STRENGTH

        \n

        When you are dealt damage by a force power, you can reduce that damage by an amount equal to your guardian level (no action required).

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zEnd8MGQwyOOZ0dI","name":"Maximum Output","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, the first time you deal damage with the weapon before the start of your next turn, you deal additional damage of the same type as the weapon’s damage. If this instance would deal damage to multiple creatures, you can only apply this additional damage to one of them. For each attack you forgo, you deal additional damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 7"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zJffmk1ndwbjk0GH","name":"Additional Maneuvers (Scholar: Tactician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect your mastery in the field of combat. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        BOLSTER

        \n

        On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence modifier.

        \n
        \n

        COMMANDER’S STRIKE

        \n

        When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature within 60 feet who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.

        \n
        \n

        DISARMING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

        \n
        \n

        DISTRACTING STRIKE

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

        \n
        \n

        MANEUVERING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

        \n

        That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

        \n
        \n

        PUSHING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

        \n
        \n

        RIPOSTE

        \n

        When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

        \n
        \n

        SCHOLAR’S PARRY

        \n

        When a creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Intelligence modifier.

        \n
        \n

        TARGETED ATTACK

        \n

        When you make a weapon attack roll, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

        \n
        \n

        TRIP ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zNvb5e1XZ8ItSe75","name":"Bonus Proficiencies (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zRddQYFsypuRfneH","name":"Elemental Attunement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: Kro Var Order: 3rd, 11th, and 17th level

        \n

        You gain the ability to bend the elements to your will. As an action, you can manipulate these forces to create one of the following effects of your choice at a space within 10 feet of you:

        \n
          \n
        • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
        • \n
        • Instantaneously light or snuff out a candle, a torch, or a small campfire.
        • \n
        • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
        • \n
        • Cause earth, fire, water, or mist that can fit within a 1 foot cube to shape itself into a crude form you designate for 1 minute.
        • \n
        \n

        This range increases to 30 feet at 11th level and 60 feet at 17th level.

        \n

        Additionally, as a bonus action on your turn, you can spend 1 focus point to conjure a weapon made of one of the four elements—air, earth, fire, or water—which lasts for 1 minute. Your weapon takes an appearance of your choice, it can only be used by you, and you can't be disarmed of it while you are conscious. You are proficient in this weapon, which counts as a monk weapon for you and uses your Martial Arts die for its damage rolls. You can only have one of these weapons at a time, and if you summon a new one the old one immediately disappears.

        \n
        \n
        \n

        Air

        \n

        Your whistling weapon has the thrown property with a range of 20/60 and deals sonic damage on a hit. Additionally, when you hit a creature with the weapon, it is deafened until the end of its next turn.

        \n
        \n

        Earth

        \n

        Your earthen weapon takes the form of stone and deals kinetic damage on a hit. Additionally, when you hit a creature with it, you can force the target to make a Strength saving throw. On a failed save, the target is pushed back 5 feet. Lastly, while active, you can use Strength instead of Dexterity when determining your AC, as long as it doesn't already include that modifier.

        \n
        \n

        Fire

        \n

        Your flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, deals fire damage, and when you hit a creature with it, the creature takes additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one).

        \n
        \n

        Water

        \n

        Your watery weapon has the reach property, deals cold damage on a hit, and you can use your Wisdom or Charisma modifier (your choice) instead of Dexterity or Strength for its attack and damage rolls. You must use the same modifier for both rolls. Additionally, when you would make a melee weapon attack, you can instead use your weapon to wet a 5-foot square within your weapon's reach. The affected area is difficult terrain. Each creature who starts its turn in the square or enters it for the first time must make a Dexterity saving throw, falling prone on a failed save.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zU1hee9wvzwxhE2m","name":"Aura of Protection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} -{"name":"Universal Language (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"zYYxytoaE8BMNUlg"} -{"_id":"zZz07JN0gA6nsAPa","name":"Focused Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you hone your rage to a razor sharp focus. While raging, when you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zb4QnZTseq74tpHT","name":"Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the saber ward force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, when you cast it, you can spend 2 force points to extend the benefits to creatures of your choice within 5 feet of you while the power is active. The creatures immediately lose this benefit if they move more than 5 feet away from you.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zbCDtd1DzA3bhJwV","name":"Nature's Vigor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, you’ve learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

        \n
          \n
        • You ignore difficult terrain caused by nature.
        • \n
        • You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
        • \n
        • You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM’s discretion (no action required).
        • \n
        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zdQodeYfWZauJ3Mv","name":"Totem Creation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you’ve learned to create powerful talismans infused with the Force. Your totems can take the form of sigils painted directly onto your equipment, or adornments attached to it, as you see fit. Regardless of the form they take, only you can benefit from them. You learn two totems of your choice, which are detailed under “Totems” below. When you complete a long rest, you can replace one totem you know with a different one.

        \n

        When you finish a long rest, you can touch a number of weapons, armor, or shields equal to the number of totems you know, affixing a different totem to each object. Your totem remains affixed until you finish a long rest, and an object can only bear one totem at a time. You must be wielding or wearing the object to benefit from a totem affixed to it.

        \n

        Each totem can be invoked to grant an effect. Once you’ve invoked a totem in this way, you can’t do so again until you complete a short or long rest.

        \n

        TOTEM OPTIONS

        \n

        The totems are listed in alphabetical order. If a totem requires a saving throw, the DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

        \n
        \n
        \n

        TOTEM OF THE ACKLAY

        \n

        This totem evokes the ferocity of an acklay, granting you advantage on Intelligence (Nature) checks and Charisma (Intimidation) checks.

        \n

        Additionally, you can invoke the totem as a bonus action. For 10 minutes, your carrying capacity and the weight you can push, drag, or lift doubles, and your Strength score increases by 2. This increase can cause your score to exceed 20.

        \n
        \n

        TOTEM OF THE HAWK

        \n

        This totem is inspired by the visage of a hawk, granting you advantage on Intelligence (Investigation) checks, and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

        \n

        Additionally, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the totem and force the creature to make a Constitution saving throw by emitting a powerful sound. Unless the save succeeds, the creature is dazed, suffering from the Charmed condition. While charmed in this way, the creature has a speed of 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the totem, you can’t do so again until you finish a short or long rest. A deaf creature automatically succeeds on its saving throw.

        \n
        \n

        TOTEM OF THE LOTH-WOLF

        \n

        This totem emulates the near etherealness of a loth-wolf, granting you advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

        \n

        Additionally, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the totem and cause that attack to target a different creature within 30 feet of you (other than the attacker) that you can see, using the same roll. This ability can transfer the attack regardless of the attack’s range.

        \n
        \n

        TOTEM OF THE RANCOR

        \n

        This totem bestows a resilience reminiscent of a mighty rancor, granting you advantage on saving throws against being poisoned and resistance to poison damage.

        \n

        Additionally, you can invoke the totem as a bonus action, gaining resistance to energy and kinetic damage for 1 minute.

        \n
        \n

        TOTEM OF THE SARLACC

        \n

        This totem channels the experience of an ancient sarlacc, granting you expertise in any tool in which you are proficient.

        \n

        Additionally, when you hit a creature with a weapon attack, you can invoke the totem to summon the tentacles of the creature: The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the tentacles, the target takes 2d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, tearing free on a success.

        \n
        \n

        TOTEM OF THE VORNSKR

        \n

        With this totem you are able to access the Force-enhanced senses of the vornskr, granting you advantage on Wisdom (Survival) checks, and you can’t be surprised as long as you are not incapacitated.

        \n

        Additionally, you can invoke the totem as a bonus action to enter a state of hyper awareness for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"ze0ZnVMlv6x0IpS4","name":"Life Eternal","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, you can use your powerful connection to the Force to keep fighting when others would fall. When you are reduced to 0 hit points but not killed outright, you can spend 5 force points to drop to 1 hit point instead.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zvvBD6LZuu9tdrUV","name":"Phasethrow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the saber throw force power, which does not count against your total powers known. Additionally, you no longer have disadvantage on the attack roll with it if you are within 5 feet of a hostile creature, and you can use all three Force-Empowered Self options when you cast it as your action and hit a target. Finally, when you hit a creature within with the saber throw force power, you deal additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1) if it doesn't already include that modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zxw8tBx6Z30RKyLr","name":"Rampage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, while raging, when you deal damage with a blaster with which you are proficient, and you added your Strength modifier to the damage roll, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"zzbwoqUNCb6U0lRK","name":"Unarmored Movement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 3rd and 9th level

        \n

        Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

        \n

        At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelUnarmored Movement
        1st-
        2nd-
        3rd+10 ft.
        4th+10 ft.
        5th+15 ft.
        6th+15 ft.
        7th+15 ft.
        8th+15 ft.
        9th+20 ft.
        10th+20 ft.
        11th+20 ft.
        12th+20 ft.
        13th+25 ft.
        14th+25 ft.
        15th+25 ft.
        16th+25 ft.
        17th+30 ft.
        18th+30 ft.
        19th+30 ft.
        20th+30 ft.
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vumU4CBYhXcV5ZZH","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.movement.walk","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Movement","tint":"","transfer":true}]} -{"_id":"zztRtikqjZ4bFjV0","name":"Invasive Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, your spirit can invade another creature’s being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

        \n

        On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Bonus Proficiencies (Fighter: Exhibition)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Exhibition Specialist: 3rd level

        \n

        You gain proficiency in one Charisma skill of your choice.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[],"_id":"gUQdFHqjnOS3fzha"} -{"name":"In the Spotlight","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Exhibition Specialist: 3rd level

        \n

        You can overwhelm an opponent with your unique blend of skill and style. As a bonus action, you can choose one creature you can see within 30 feet of you. The target is marked for 1 minute. While the target is marked, you gain the following benefits:

        \n
          \n
        • You can add half your Charisma modifier (minimum of one) to any weapon damage roll you make against the marked target that doesn't already include that modifier.
        • \n
        • Your critical hit range against the marked target increases by 1.
        • \nIf the marked target is reduced to 0 hit points, you regain hit points equal to your fighter level + your Charisma modifier (minimum of 1).
        \n

        This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Bonus.webp","effects":[],"_id":"EPhvB41gDEI8Yww4"} -{"name":"Glory Kill","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Exhibition Specialist: 7th level

        \n

        As you defeat your enemies in combat, you can weaken the morale of other foes or bolster the resolve of your allies alike. When you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you. up to a number equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures are affected by one of the following effects of your choice:

        \n
          \n
        • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
        • \n
        • The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[],"_id":"fpXGa9GzfcAfUs61"} -{"name":"Glorious Defense","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Exhibition Specialist: 15th level

        \n

        Your glory on the battlefront can misdirect attacks. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Reaction.webp","effects":[],"_id":"YUyOhgOreVbOsOKS"} -{"name":"The Beauty of Violence","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Exhibition Specialist: 18th level

        \n

        You've perfected a fighting style that allows you to stylishly dominate the field of battle. When you mark a creature with your In The Spotlight feature, you can enhance it For the duration of the mark, you gain the following additional benefits:

        \n
          \n
        • You can add your full Charisma modifier, instead of half, to any weapon damage roll you make against the marked target that doesn't already include that modifier.
        • \n
        • You can add half your Charisma modifier (minimum of one) to any weapon attack roll you make against the marked target that doesn't already include that modifier.
        • \n
        • If the marked target is reduced to 0 hit points, you can use your reaction to mark a new creature within 30 feet of you. The duration of the new mark is equal to the remaining duration of the existing mark.
        • \n
        \n

        This effect ends early if you're incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-ARCH-Passive.webp","effects":[],"_id":"2Pb9OITYFWjfh68F"} -{"_id":"pW0ObQnHARhqg4V0","name":"Scout Routine","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 3rd level, you’ve developed one routine, as detailed below. You develop an additional routine at 7th and 15th level.

        \n
        \n

        SCOUT ROUTINES

        \n

        The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

        \n

        At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

        \n

        ADAPTABILITY ROUTINE

        \n

        At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        MAVEN’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        MESMER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        NOMAD’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        RESPONDER’S ROUTINE

        \n

        When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

        \n

        SHARPSHOOTER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

        \n

        STRIDER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n

        WARDEN’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"$$deleted":true,"_id":"pW0ObQnHARhqg4V0"} -{"$$deleted":true,"_id":"QwDExZ4sYBdx4d4o"} -{"_id":"nov1Wc7APmyVdzJ4","name":"Combat Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 14th level

        \n

        When you use your action to cast a tech power, you can make one weapon attack as a bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} -{"_id":"FzjcJryoe9J0CEkq","name":"Commando","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 10th level

        \n

        You can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

        \n

        When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

        \n

        If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

        \n

        Finally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Scout 10"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Bonus.webp","effects":[]} -{"_id":"IB1sPazhmp63mLHF","name":"Expertise (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 6th and 14th level

        \n

        Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

        \n

        At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} -{"_id":"vzwNHMqfV57Lr252","name":"Fighting Style (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 2nd level

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} -{"_id":"mNXuHAozg3qRMjRW","name":"Foe Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 20th level

        \n

        You become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 20"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} -{"_id":"M6DPXcwX644UAsW3","name":"Pathfinder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 1st level

        \n

        You are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

        \n
          \n
        • Difficult terrain doesn’t slow your group, provided they can see and hear you.
        • \n
        • You can’t become lost by unenhanced means.
        • \n
        • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
        • \n
        • If you are traveling alone, you can move stealthily at a normal pace.
        • \n
        • When you forage, you find twice as much food.
        • \n
        • You have advantage on Survival checks.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"hAfAtfT6c40rpSoE","name":"Forcecasting (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Adept Specialist Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your fighter level, as shown in the Force Points column of the Adept Specialist Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Adept Specialist Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus +your forcecasting ability modifier

        \n

         

        \n

        THE ADEPT SPECIALIST

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hBggwD5K1VNpqBRW","name":"Mystical Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the feedback force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its saving throw. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hCb9yeW3WppnYUA3","name":"Overclock Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you've learned to use your body as a conduit for your tech powers. When you cast a tech power, you can choose to pay up to half the cost of the tech power using your hit points instead of your tech points. When you do so, your maximum hit points are reduced by the same amount. This effect is cumulative, and it lasts until you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hDJjxPC9QTSYVqO8","name":"Form Basics (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 3rd level

        \n

        You learn the basics of the chosen form. You gain the Aqinos lightsaber form, detailed in the Lightsaber Forms section of the Customisation Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"hGvWvw1M1Gf6OvQv","name":"Coordinated Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hMiA075EKBBOL2cv","name":"Berserker Instincts","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 2nd level
        You’ve honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

        \n
        \n

        BERSERKER INSTINCTS

        \n

        The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

        \n
        \n
        \n

        ACKLAY’S INSTINCT

        \n

        While raging, you have advantage on Constitution saving throws.

        \n
        \n

        BANTHA’S INSTINCT

        \n

        Prerequisite: 7th level
        Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

        \n
        \n

        BLURRG’S INSTINCT

        \n

        Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

        \n
        \n

        BOGGDO’S INSTINCT

        \n

        Prerequisite: 13th level
        While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

        \n
        \n

        CHIRODACTYL’S INSTINCT

        \n

        Prerequisite: 7th level
        While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

        \n
        \n

        DEWBACK’S INSTINCT

        \n

        Choose three damage types. While raging, you have resistance to the chosen damage types.

        \n
        \n

        FIGHTER’S INSTINCT

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

        \n
        \n

        FYRNOCK’S INSTINCT

        \n

        While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        \n
        \n

        HAWK’S INSTINCT

        \n

        Prerequisite: 7th level
        You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

        \n
        \n

        KATARN’S INSTINCT

        \n

        You gain a climbing speed equal to your movement speed.

        \n
        \n

        LOTH-CAT’S INSTINCT

        \n

        While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can take the Dash action as a bonus action on your turn.

        \n
        \n

        PREDATOR’S INSTINCT

        \n

        Your speed increases by 10 feet.

        \n
        \n

        RANCOR’S INSTINCT

        \n

        Prerequisite: 13th level
        While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

        \n
        \n

        TACTICIAN’S INSTINCT

        \n

        When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

        \n
        \n

        TRACKER’S INSTINCT

        \n

        Prerequisite: 7th level
        You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

        \n
        \n

        TERENTATEK’S INSTINCT

        \n

        Prerequisite: 13th level
        When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

        \n
        \n

        VARACTYL’S INSTINCT

        \n

        Prerequisite: 13th level
        While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"hNLCVeWzPt9KyXDY","name":"Razor Focus","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Pugnacity Practice: 17th level

        \n

        You can enter a hyper-focused state of mind for 1 minute as a bonus action. You must maintain concentration, as if concentrating on a power. For the duration, each time you successfully deal Sneak Attack damage against a creature, you gain two additional Sneak Attack dice, cumulatively, as your attacks become increasingly precise. These additional dice are lost when your focus ends, whether through failing to maintain concentration or after 1 minute.

        \n

        The first time you use this feature, you suffer no ill effect. If you use this feature again before you finish a long rest, you suffer one level of exhaustion each time you use it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Pugnacity 17"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","effects":[{"_id":"8H40zgYS6J0C1rPc","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","label":"New Active Effect","transfer":false}]} +{"_id":"hPn1UOSEPn94LbGV","name":"Sapping Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hVX363yaqEKE2VhY","name":"Balanced Diet","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, your cooking is so nutritionally balanced that it allows allies to stave off the effects of continued rigorous activity. Creatures of your choice who eat food prepared by you have advantage on Constitution saving throws to avoid Exhaustion, as described in chapter 8, until the end of their next long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hWXqMs5J6dTyyKKx","name":"Instinctive Combat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you have learned to use your wits to help you survive. While you are wearing light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when determining your AC.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"hWwTW7oKFDE41JWj","name":"Ranger's Quarry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 1st, 5th, 9th, and 17th level

        \n

        You learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

        \n
          \n
        • Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table.
        • \n
        • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
        • \n
        \n

        You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

        \n

        The duration increases to 8 hours at 9th level and 24 hours at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Scout 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} -{"name":"Scout Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 3rd, 7th, 9th, 15th, and 17th level

        \n

        You’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

        \n

        At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet

        \n

        SCOUT ROUTINES

        \n

        The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

        \n
        \n
        \n

        ADAPTABILITY ROUTINE

        \n

        At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        MAVEN’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        MESMER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        NOMAD’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        RESPONDER’S ROUTINE

        \n

        When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

        \n
        \n

        SHARPSHOOTER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

        \n
        \n

        STRIDER’S ROUTINE

        \n

        At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        \n

        WARDEN’S ROUTINE

        \n

        At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"YfL8MY3JOPJ1Gf1O"} -{"_id":"x1TSm5F0CtGuX7u4","name":"Supreme Awareness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 18th level

        \n

        You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

        \n

        You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 18"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} -{"_id":"F4I387qfbiqbeaOO","name":"Techcasting (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 2nd level

        \n

        You have derived powers from schematics with the aid of your wristpad. See chapter 10 or the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

        \n

        You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5) as a tech focus for your tech powers.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} -{"_id":"OPmnvVAKt8P3mRzr","name":"Forcecasting (Sentinel)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 1st level

        \n

        In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel table.

        \n

        You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus + your forcecasting ability modifier

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} -{"_id":"pnIrrDmqB5GosVJC","name":"Led by the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 1st level

        \n

        You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"9qOSAGjZr229QFAN","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"flags.sw5e.jackOfAllTrades","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Led by the Force","tint":"","transfer":true}]} -{"_id":"2jowNrxwqUrXnIlu","name":"Force-Empowered Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 2nd level

        \n

        Your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

        \n
        \n
        \n

        DEFLECTION

        \n

        You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

        \n
        \n

        DOUBLE STRIKE

        \n

        You can roll a Kinetic Combat die and deal additional damage of the same type equal to the amount rolled.

        \n
        \n

        SLOW TIME

        \n

        You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} -{"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 2nd, 6th, 9th, 11th, and 17th level

        \n

        You adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level.

        \n

        You can manifest your ideals a combined total of twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

        \n
        \n

        SENTINEL IDEALS

        \n

        The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

        \n
        \n
        \n

        IDEAL OF THE AGILE

        \n

        You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

        \n
        \n

        IDEAL OF THE ARTISAN

        \n

        Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

        \n
        \n

        IDEAL OF THE CONTENDER

        \n

        You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

        \n
        \n

        IDEAL OF THE FIGHTER

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

        \n
        \n

        IDEAL OF THE HUNTER

        \n

        You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

        \n
        \n

        IDEAL OF THE STEADFAST

        \n

        When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

        \n
        \n

        IDEAL OF THE TITAN

        \n

        You gain proficiency in medium armor.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

        \n
        \n

        IDEAL OF THE TRANQUIL

        \n

        When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

        \n
        \n

        IDEAL OF THE VIGOROUS

        \n

        When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} -{"_id":"6Sr3sIGSmzAIr5mW","name":"Battle Readiness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 10th level

        \n

        You have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} -{"_id":"bfI8uiDYajYnDMXR","name":"Enlightened Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 15th level

        \n

        When you are subjected to an effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says it succeeds or fails.

        \n
        \n

        If the GM uses save roll automation they may wish to tweak the rules for this feature.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.cha.mod,@abilities.wis.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} -{"_id":"YQbpwkUPMTaSkhNq","name":"Center of the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 20th level

        \n

        You are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

        \n
        \n

        By default Dex and Wis are boosted when this feature is on a sheet, edit the effects before placing it on a sheet if the character would choose Cha instead of Wis

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 20"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"SxmhOmW1389OiJoa","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Center of the Force","tint":"","transfer":true}]} -{"name":"Adaptability Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"J6UpfNTBnEhlB6Wv"} -{"name":"Maven's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"I5iPvBjc9laxZDt3"} -{"name":"Mesmer's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"7loKWWYNYlKyD1Ob"} -{"name":"Nomad's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"oEk2b1QqJcQ1IuFe"} -{"name":"Responder's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"GYtqJYgsY4nKIQdE"} -{"name":"Sharpshooter's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"t9484zVzydcwhOwN"} -{"name":"Strider's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"ZBBQHebdqGb2LZ6g"} -{"name":"Warden's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[],"_id":"uH22SkE5h83Rjg2N"} -{"name":"Double Strike (Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

        \n
        \n

        After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type to mirror their weapon's and also set the Resource Consumption to [attributes.force.points.value].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[],"_id":"W2okaVdBI8rtdf8u"} -{"name":"Deflection(Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

        \n
        \n

        After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

        Duration automation requires both DAE and about-time or times-up.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"nbfZeZnuzwwUIE4M","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Deflection(Force-Empowered Strike)","tint":"","transfer":false}],"_id":"PBEmu4pAlPyzDmez"} -{"name":"Slow Time (Force-Empowered Strike)","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a target with a melee weapon attack, you can spend 1 force point to roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

        \n
        \n

        After adding this to a player, the GM must go into the Details tab and set the damage formula to match the player's proper kinetic combat die * 5, damage type must remain [No Damage] and also set the Resource Consumption to [attributes.force.points.value].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4*5","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"IWoqDcwboYrb0gD3","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.movement.walk","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Slow Time (Force-Empowered Strike)","tint":"","transfer":false}],"_id":"52EHtBvyeuBNJuLO"} -{"name":"Ideal of the Agile","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"YI8XCFNh7Xm45hG4","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.movement.swim","value":"@attributes.movement.walk","mode":2,"priority":20},{"key":"data.attributes.movement.climb","value":"@attributes.movement.walk","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Agile","tint":"","transfer":true},{"_id":"LxnPDMWKkCdrIDHz","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Agile Manefestation","tint":"","transfer":false}],"_id":"M4RvEHMiSwglzPNv"} -{"name":"Ideal of the Artisan","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

        \n

         

        \n
        \n

        Edit the effects to change the skill(s) this feature applies to. The bonus will not show on the character sheet but will show when the chosen skill(s) are rolled.
        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[{"_id":"1x38iIN0ZkZTgpTD","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.acr.mod","value":"(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20},{"key":"data.skills.ani.mod","value":"(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":100,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Artisan Manifestation","tint":"","transfer":false},{"_id":"EWbuKV1vVRnWFLJR","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.acr.mod","value":"(floor(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Artisan","tint":"","transfer":true}],"_id":"nuFQtxutzyHQkMCp"} -{"name":"Ideal of the Contender","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

        \n
        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"2w7HxesGujLvxWc0","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Contender Manifestation","tint":"","transfer":false}],"_id":"4oEqg1bENiIvxlpW"} -{"name":"Ideal of the Fighter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"XHCrVmEzofUrSp92","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Fighter Manifestation","tint":"","transfer":false}],"_id":"YILPj7H9L99CQe66"} -{"name":"Ideal of the Hunter","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"bf00ymcpwtJ3ZAn8","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.darkvision","value":"(@attributes.senses.darkvision === 0 ? 60 : 30)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter","tint":"","transfer":true},{"_id":"jr1d82Aoyr2xkFqW","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Hunter Manifestation","tint":"","transfer":false}],"_id":"10x48RWCWobSNXkh"} +{"_id":"hYDyNw2x54iCf0nL","name":"Improved Force-Empowered Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 11th level

        \n

        You are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon’s damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 11","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"havX5d7ZZfqzntdn","name":"Conflux","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"enemy"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hfJ9bRUFa6D2oKle","name":"Sabotage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

        \n

        On a failed save, you negate the power’s effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster’s tech focus used to cast the tech power is overloaded and can’t be used to cast tech powers for 1 minute.

        \n

        At the end of each of the caster’s turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hlkmuaFndbYGFtKX","name":"Battle Proficiencies","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency in martial blasters and martial vibroweapons.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hnH0YDjXRbWGgsDY","name":"Humanoid Companion (Consular: Tutelage)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, you’ve taken an apprentice, gaining the services of your own humanoid companion.

        \n

        Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.

        \n

        If your companion dies, or you want to bond with a different one, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

        \n

        In addition to its traits and features, your companion gains additional benefits while it is bonded to you:

        \n
          \n
        • Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
        • \n
        \n

        Lastly, while bonded and within 10 feet of you, when your companion is hit by an attack, you can use your reaction and expend a use of your Force Shield feature to shroud it in Force energy. If you do so, until the start of your next turn, both you and your companion gain the benefits of your Force Shield. This includes the triggering attack.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"htJjJBm0HosLswj9","name":"Blade Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon’s damage die.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"hwww57Bl4DAqvd5q","name":"Relentless Assault","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"i5kHSWxRLzlIOhsP","name":"Prey on the Weak","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"i9MqOOs7XcSj6gn3","name":"The Way of the Ysalamiri","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

        \n

        This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iAXtCCtwP3ecc8OF","name":"Potent Lightning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage that don’t already include that modifier.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iEBfiKgSzaepLBZO","name":"Channel the Force (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        HIGH GROUND DEFENSE

        \n

        When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that creature without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iFg9kA5mtj22OgKf","name":"Voltaic Slash","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the lightning charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and hit the target. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iR6lT9P7fEJmv7j9","name":"Elegant Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iYeeOLaQtoosQjZ1","name":"Unrelenting Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

        \n

        Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iZEYj0QfSlybESpf","name":"Assess the Situation (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[]} +{"_id":"ia9lgfaaek84rjIc","name":"Bonus Proficiencies (Operative: Saboteur)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in astrotech’s implements.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iaedYkfIIcYQCCOZ","name":"Born to the Saddle","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

        \n

        Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iezmgPTeM1wL1JCR","name":"Form Basics (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Makashi lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iiae3ARlngOX8BvF","name":"Tutaminis Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"im5At63Kt4o7Ea2B","name":"Channel the Force (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        FORCE-EMPOWERED SHOTS

        \n

        Once per turn, when you hit a creature with a ranged weapon attack, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"in02P1dt66ROw5PM","name":"Vow of The Shrewd","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"inwAnLXgAASMAyUA","name":"Knowledge Is Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you've reached 17th level, you gain the ability to steal the knowledge of how to cast a power from another forcecaster. When a hostile creature casts a force power that affects a friendly creature within range of your Critical Analysis feature, you can use your reaction to apply Critical Analysis to that friendly creature and force the other creature casting the power to make a Wisdom or Charisma saving throw (your choice) against your universal force save DC. On a successful save, the power is cast as normal.

        \n

        On a failed save, you negate the power's effects and you steal the knowledge of that power if it is at least 1st level and of a level you can cast. For the next 8 hours, you know the power and can cast it using your force points. The creature stolen from cannot cast that power again until the 8 hours have passed.

        \n

        Once you've used this feature, you cannot use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"iw9lOFbokDE7ktSn","name":"Ideal of the Vigorous","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(@classes.sentinel.levels/2) + (max(@abilities.cha.mod,@abilities.wis.mod))","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[]} +{"_id":"iyNPFk7HtqHlPsgR","name":"Feral Ferocity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:

        \n
          \n
        • Your beast has advantage on Strength checks and Strength saving throws if it is size Medium or larger.
        • \n
        • Your beast has advantage on Dexterity checks and Dexterity saving throws if it is size Small or smaller.
        • \n
        • When your beast hits with an attack, it deals bonus damage equal to your Intelligence modifier.
        • \n
        • Your beast has resistance to kinetic and energy damage.
        • \n
        \n

        Your beast’s furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast’s furious state as a bonus action.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"j2mJ1wVjN04WYs8c","name":"Battlefront","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.

        \n

        At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"j4hLztoaiHnwzbMc","name":"Archaic Diagnostics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when you are the target of your Critical Analysis feature, you can use Intelligence instead of Wisdom or Charisma as your forcecasting ability modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"j5TR0rB4qslHKxFF","name":"Sweeping Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"j90QHGGg3th1bPhl","name":"Trip Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"j9tueB66NHAi9XRK","name":"Stand Against the Tide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

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        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"jCEl3lIz7FBJMAMa","name":"Vigilant Sentinel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jErJEyCSWwZLuPgl","name":"Mechu-Deru Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jKYj9wLY1UMLTvYG","name":"Droid Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, while your droid can see you, it has advantage on all saving throws.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jXtDOdvSBQHnodmF","name":"Ferocious Charger","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jepI5WREQw8jlEtg","name":"Form Basics (Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Soresu lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jjkfkR3y4ZzLvhRc","name":"Stroke of Luck","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 20th level

        \n

        You have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

        \n

        Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Hp9omhWONvTkCX1X","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Stroke of Luck","tint":"","transfer":true}]} +{"_id":"jkV1oThkNziwTd9W","name":"Mark of the Hunter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, when you use your Ranger’s Quarry feature, the first time you make a tech or weapon attack against the target of your Ranger’s Quarry each turn, roll your Ranger’s Quarry die and add it to the roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jp9D18rp1sPIyKGu","name":"Exploit Weakness (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you hit a creature with a weapon attack"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"jxi95vkiR5gUWgGj","name":"Aura of Warding","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You and friendly creatures within 5 feet of you have resistance to damage from force powers.

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"k3MfZwrPDLVZMO52","name":"Rally (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} +{"_id":"k3OEbXbPzyXEddIy","name":"Measured Action (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"when you make a roll for a contested skill check"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} +{"_id":"k6JSg50GeXtxxLp2","name":"Running on Fumes (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits.

        \n

        Lastly, you have advantage on saving throws against exhaustion.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"k6PmkEsEbxKy6xAs","name":"Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 2nd and 11th level

        \n

        Your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the monk table.

        \n

        You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

        \n

        When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

        \n

        You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

        \n
        \n

        Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

        \n
        \n

        Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

        \n
        \n
        \n

        FLURRY OF BLOWS

        \n

        When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

        \n
        \n

        PATIENT DEFENSE

        \n

        When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

        \n
        \n

        STEP OF THE WIND

        \n

        When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"kDILnXslDQTvng3W","name":"Field Advantage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kHgHQIqjp3X6v93c","name":"Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kVQncmFiwUOVc14J","name":"Repulsing Wave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["14+1","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kabmw1OtBRVbkeIK","name":"Force Visions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kb7C9eq9tnRGKw98","name":"Channel the Force (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain the following Channel the Force option.

        \n
        \n

        UNBALANCING BLOCK

        \n

        When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kk16fzUU7IFma2Vj","name":"Multiattack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you gain one of the following features of your choice.

        \n
        \n
        \n

        VOLLEY

        \n

        You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

        \n
        \n

        WHIRLWIND ATTACK

        \n

        You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kqAjfLAtsOo8xdrX","name":"Sleight of Foot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ktNY0EzlYaTBkNs1","name":"Enforcer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, your critical hit range increases by 1 for that attack, and on a hit, you deal maximum damage instead of rolling.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"kzwSN9SabKgWZZvU","name":"Danger Sense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 3rd level
        You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"l3bRL5jI8j8tZ2OP","name":"Precision Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

        \n

         

        \n
        \n

        If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}]} +{"_id":"lHfSIS1I14hKp6wO","name":"Discoveries (Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the medical arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ADVANCED REMOTE HEALER

        \n

        Prerequisite: 12th level
        The range of your Remote Healer feature increases to 60 feet.

        \n
        \n

        EXPERIMENTAL TREATMENTS

        \n

        Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table below. The condition or effect lasts until the creature completes a long rest, or you use this feature again.

        \n

        You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short or long rest.

        \n

        Side Effects

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        d20Side Effects
        1The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1.
        2The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze.
        3The creature’s legs become swollen. The creature gains 1 slowed level.
        4The creature becomes one size larger or smaller.
        5The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC.
        6The creature’s body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
        7The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell.
        8The creature’s eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead.
        9The creature gains advantage on perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage.
        10The treatment slows down their brain function, reducing their Intelligence by 4.
        11The creature’s skin turns dark purple. If they are already purple, they turn bright pink instead.
        12The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage.
        13The creature’s skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft.
        14The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare.
        15The creature’s body temperature fluctuates to extremes. They gain resistance to cold and fire damage.
        16The creature becomes ravenous. Every hour they haven’t eaten a meal they gain a level of exhaustion.
        17The creature believes they are the chosen one.
        18The creature has a difficult time resting. The amount they heal from Hit Dice is now halved.
        19The creature’s movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage.
        20The creature gains 10d10 hit points, and they feel happy and carefree.
        \n
        \n

        FROM THE BRINK

        \n

        Prerequisite: 7th level
        If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.

        \n
        \n

        HEALTH ADVISOR

        \n

        Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to one-fourth your scholar level (rounded down) + your Intelligence modifier (minimum of one) which last until the start of their next turn.

        \n
        \n

        PATIENT PROTECTOR

        \n

        Prerequisite: 5th level
        When you attack creatures that are within 5 feet of an ally that is the target of your Critical Analysis feature, attack rolls and damage rolls made on them with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.

        \n
        \n

        SURGICAL PRECISION

        \n

        Prerequisite: 5th level
        When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.

        \n
        \n

        TEND THE WOUNDED

        \n

        If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d4 extra hit points.

        \n

        This die increases when you reach certain levels in this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and to 1d12 at 17th level.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lKVeusPvt7cp1VaG","name":"Deliberate Movement (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[]} +{"_id":"lKdZc6xD5FCHns3V","name":"Ability Score Improvement (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level
        You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"lLNBqCC6iexP68We","name":"Trick Shooter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn a number of trick shots you can use to debilitate enemies and impress allies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a trick shot.

        \n

        Some of your trick shots require your target to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

        \n
        \n
        \n

        BLINDING SHOT

        \n

        You attempt to blind the target. The target must make a Constitution saving throw or be blinded until the end of your next turn.

        \n
        \n

        BRUTAL SHOT

        \n

        You attempt to knock the target prone. The target must make a Strength saving throw or be knocked prone.

        \n
        \n

        HAMPERING SHOT

        \n

        You attempt to hobble the enemy’s movement. The target must make a Dexterity saving throw. If it fails, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lc6R3mdiQR6D5lTt","name":"Ideal of the Tranquil","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[]} +{"_id":"lg3aDHgiFHKx9jCy","name":"Clever Applications (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

        \n

        You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"eI84bFiOL4R3yNwV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.weaponProf.custom","value":"Improvised","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Clever Applications","tint":"","transfer":true}]} +{"_id":"li76QMuqAHqTfSTJ","name":"Tool of the Trade","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Pugnacity Practice: 3rd level

        \n

        You've learned to move swiftly while wielding larger armaments. You gain proficiency with medium armor and martial vibroweapons. If you are already proficient in medium armor, you instead gain proficiency in heavy armor. Additionally, you can deal Sneak Attack damage with any weapon, as long as it does not have the heavy or special properties.

        \n

        Lastly, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is below its hit point maximum. All the other rules for the Sneak Attack class feature still apply to you.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} +{"_id":"liI3fHP0qjCq0N5X","name":"Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

        \n

        MANEUVERS

        \n

        You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

        \n

        Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

        \n

        SUPERIORITY DICE

        \n

        You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

        \n

        SAVING THROWS

        \n

        Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

        \n
        \n
        \n
        \n

        To ensure that manuevers consume dice properly, the number of dice are stored in this feature, (which is technically an item) and when the individual maneuvers are pulled into this character's sheet, the GM should do or instruct their players to do the following:

        \n
          \n
        • \n
          Go to the manuever's details tab
          \n
        • \n
        • \n
          set the manuever's Resource Consumption to:
          \n
            \n
          • \n
            Item Uses
            \n
          • \n
          • \n
            Combat Superiority (2 per sr)
            \n
          • \n
          • \n
            1
            \n
          • \n
          \n
        • \n
        \n

        As the character's Fighter levels increase someone will have to upgrade the die rolls in each individual maneuver's details tab.

        \n
        \n
        \n

         

        \n

        MANEUVERS

        \n

        The maneuvers are presented in alphabetical order.

        \n
        \n
        \n

        COMMANDER’S STRIKE

        \n

        When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

        \n
        \n

        DISARMING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

        \n
        \n

        DISTRACTING STRIKE

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

        \n
        \n

        EVASIVE FOOTWORK

        \n

        When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

        \n
        \n

        FEINTING ATTACK

        \n

        You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

        \n
        \n

        GOADING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

        \n
        \n

        LUNGING ATTACK

        \n

        When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

        \n
        \n

        MANEUVERING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

        \n

        That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

        \n
        \n

        MENACING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

        \n
        \n

        PARRY

        \n

        When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

        \n
        \n

        PRECISION ATTACK

        \n

        When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

        \n
        \n

        PUSHING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

        \n
        \n

        RALLY

        \n

        On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

        \n
        \n

        RIPOSTE

        \n

        When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

        \n
        \n

        SWEEPING ATTACK

        \n

        When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

        \n
        \n

        TRIP ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"lmeny3CW1A6YZ9KH","name":"Mastery of Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"lodf5wG7aGu4dWW0","name":"Improved Suppression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power, such as sever force or force suppression, you add your proficiency bonus to that ability check.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"looGlBdx8eDYmu8p","name":"Precision Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

        \n

         

        \n
        \n

        If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}]} +{"_id":"lzXBF7Q18AkcWwlh","name":"Parry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[]} +{"_id":"lzjIEK50kr1cwqUt","name":"Rock Steady","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"m15815dwhOhsvV9M","name":"Greater Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"m1wUOAShOy5PFr5Q","name":"Adaptive Techie","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you complete a long rest, you can choose up to a number of tech powers you know equal to half your Intelligence modifier (rounded down) and replace them with another tech power, as long as that power is not of a higher level than your Max Power Level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"m9xP23xolpC7YrUy","name":"Vow of The Versatile","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a melee weapon attack with a monk weapon you are wielding.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"mBAKzGlZCTBHXE9K","name":"Totemic Might","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you can channel the power of your Force awareness temporarily. As a bonus action, you can gain the following benefits for 1 minute. You can invoke a totem as a part of this same bonus action.

        \n
          \n
        • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
        • \n
        • You have advantage on Strength checks and Strength saving throws.
        • \n
        • Your weapon attacks deal an extra 1d6 damage.
        • \n
        \n

        This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mDSHVC94xrWmXqoE","name":"Bendu","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"mL3FpyONz4Ota9J8","name":"One With Darkness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mMHcv3kuR9Ef8Sin","name":"Nemesis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, when you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature’s turns it repeats this saving throw, ending the effect on a success.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mMnPYQB0HIHd5tQu","name":"Culinary Knowledge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this pursuit at 3rd level, you gain proficiency with chef’s kits and your choice of Nature or Survival skills.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mNXuHAozg3qRMjRW","name":"Foe Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 20th level

        \n

        You become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

        \n

        Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 20","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"mUQpy94CIAOkbxC1","name":"Survivor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points left. You don’t gain this benefit if you have 0 hit points.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":"Start of your turn, HP is greater than 0 and half or less MaxHP"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mY6mOTYRUXAGEfaE","name":"Fling People","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, you learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature:

        \n

        THROW FRIEND

        \n

        If the creature is a willing ally and volunteers to be grappled, you throw the target into any unoccupied space within 60 feet. That creature may immediately use its reaction to make one melee weapon attack, adding your Strength modifier to the attack’s damage roll.

        \n

        THROW FOE

        \n

        If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mYAWcD7bouvWCW5d","name":"Interconnectedness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you cast a 5th level or lower force power that deals damage or restores hit points and targets only one creature, the power can instead target two creatures within range and within 5 feet of each other.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mh7B0PHjzOdizb1B","name":"Bonus Proficiencies (Engineer: Construction)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 3rd level

        \n

        You gain proficiency in constructor's implements. Additionally, when you engage in crafting with constructor's implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mwFCS2UnVVoYdhzx","name":"Hunter's Prey","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you gain one of the following features of your choice.

        \n
        \n
        \n

        COLOSSUS SLAYER

        \n

        Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn, and this damage is the same type as the weapon’s damage.

        \n
        \n

        GIANT KILLER

        \n

        When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

        \n
        \n

        HORDE BREAKER

        \n

        Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon, no action required.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"mwa7JolzlXpsDYQa","name":"Aura of Presence","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"n1nSwzit7F7yg7dh","name":"Potent Techcasting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, when you miss with a tech attack roll, or a creature succeeds on a saving throw against a tech power you cast, you can expend one use of your Potent Aptitude to overwhelm them. Roll the die, and either add it to the attack roll or subtract it from their saving throw.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"n2T7oiP0MfoQ0Sds","name":"Bonus Proficiencies (Consular: Tutelage)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in your choice of Intimidation or Persuasion.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"n32TLwX2tC7qslPD","name":"Extra Attack (Guardian)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Guardian: 5th level
        You can attack twice, instead of once, whenever you take the Attack action on your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"n6vcm8JRdZFZCA2t","name":"Head Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet.

        \n

        Additionally, any hit you score against a creature that is surprised is a critical hit.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"n8bbH8JyuPrwvjUj","name":"Targeted Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"When an ally makes an attack against a creature"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} +{"_id":"nAhvOtXjT3qlVXzp","name":"Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nHlZUlntOwCITETq","name":"Refocused Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

        \n

        You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"nJptqQFdwgm0KG76","name":"Emergency Supplies","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you are prepared to assist allies with specially prepared, instantly effective supplements. When an ally is the target of your Critical Analysis feature and within 5 feet of you, you may expend a superiority die and give that ally the benefits of any maneuver exclusive to the Chef Pursuit, regardless of whether or not you’ve chosen it.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nLR7pu7fwxPc8VAZ","name":"Fighter's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"nM3c4otxIdL30PoV","name":"Channel the Force (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vapaad.

        \n
        \n

        SNAP AGGRESSION

        \n

        If you are surprised at the start of combat and aren’t incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.

        \n
        \n

        ASSERTIVE DEFENSE

        \n

        When you reduce the damage dealt by a force power to 0 using the saber reflect power, and you’re wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nNITVa94FwfSXpef","name":"Technologist's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

        \n

        You can select this exploit multiple times. Each time you do so, you must choose a different power.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"name":"Triage Training","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in the Medicine skill.

        \n

        Additionally, when you would use your action to make an ability check to stabilize a creature, expend a use of a traumakit, or use a medpac, you can instead use your bonus action.

        ","chat":"","unidentified":""},"requirements":"Triage Technique: 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","effects":[{"_id":"x8b3JBG0agqMIuSZ","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.med.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCT-ARCH-Passive.webp","label":"Triage Training","tint":"","transfer":true}],"_id":"nOhGyYRV5xols2V9"} +{"_id":"nQap8Befe2Snu9JE","name":"Personal Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

        \n

        Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your a tech save DC. On a failed save, it takes energy damage equal to your scout level + your Intelligence modifier.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

        \n

        The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nT6AfpQXSZ4IeChO","name":"Freedom Through Slavery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nUrnFkPhRJaNKgoE","name":"Goading Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

        \n
        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"JZVM9WpHdibWdv42","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Goaded","tint":"","transfer":false}]} +{"_id":"nal6YefqnoMzxubD","name":"Returning Attacks","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ne50wp4wQ8CIDccd","name":"Manipulate Life Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this tradition at 3rd level, when you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"neI83QoBohA6gEqz","name":"Stalker's Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nov1Wc7APmyVdzJ4","name":"Combat Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 14th level

        \n

        When you use your action to cast a tech power, you can make one weapon attack as a bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"nuFQtxutzyHQkMCp","name":"Ideal of the Artisan","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

        \n

         

        \n
        \n

        Edit the effects to change the skill(s) this feature applies to. The bonus will not show on the character sheet but will show when the chosen skill(s) are rolled.
        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[{"_id":"1x38iIN0ZkZTgpTD","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.acr.mod","value":"(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20},{"key":"data.skills.ani.mod","value":"(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":600,"rounds":100,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Artisan Manifestation","tint":"","transfer":false},{"_id":"EWbuKV1vVRnWFLJR","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.skills.acr.mod","value":"(floor(max(@abilities.cha.mod,@abilities.wis.mod)/2))","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Artisan","tint":"","transfer":true}]} +{"_id":"nyjlNDLKGtETTzDY","name":"Form Basics (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Niman lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

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        Once per long rest, you can cast the battle meditation force power at its base level without expending force points. While concentrating on battle meditation, at the start of each of your turns, the power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12).

        \n

        Additionally, whenever you make a Constitution saving throw to maintain concentration on a force power, you can treat a d20 roll of 9 or lower as a 10.

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        At 6th level, when you take the Dodge action, until the start of your next turn you gain a number of special reactions equal to your proficiency bonus that you can only use for your Intercept feature. You can only take one reaction per turn.

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        By 15th level, you can use your action to dart across the battlefield, striking up to six such creatures that you can see within 30 feet. You immediately move to each creature in succession without provoking opportunity attacks, after which you return to the space in which you started. Each creature must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much damage on a successful one. If you are wielding separate weapons in each hand with which you are proficient, a creature makes this save with disadvantage, and takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) on a failed save if the damage doesn’t already include that modifier.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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        At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

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        Starting at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

        \n

        If the creature succeeds on its saving throw, it becomes immune to this feature for 24 hours.

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        At 14th level, you gain a modicum of control over your surges. Whenever you roll on the Unstable Engineering Surge table and use one of your overrides, you can choose either total.

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        Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oarnhBQLiGoWAaWq","name":"Administer Aid (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Action.webp","effects":[]} +{"_id":"oiT3TJxzRWPKAX9E","name":"Bantha's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level
        Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

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        Once you’ve reached 17th level, you’ve developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 cr to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As a bonus action, a creature can use the panacea. Alternatively, as an action, they can administer it to another creature within 5 feet.

        \n

        The target has its exhaustion level reduced by one and regains all of its hit points. If the target is diseased, poisoned, paralyzed, or stunned, the condition ends.

        \n

        Once you create a panacea, you can’t create another until you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ojtZlS89GEGWXnwP","name":"Ricochet Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level you learn how to work all the angles. Once per turn, when you take the Attack action and miss with a ranged weapon attack, you can repeat the attack against a different target within 10 feet of the original target (no action required).

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        At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

        \n

        At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

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        Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"oy6mPgNs04nLTbmN","name":"Maneuvering Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

        \n

        That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"oyj6hBqv5Qk4rJVQ","name":"Entropic Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, you’ve learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting lightning charge, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"p1EP6FF3RmWNr44d","name":"Calm Within the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature. You can only take one reaction per turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"p3pkLOyrjIOHwMQS","name":"Distracting Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon’s normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon’s normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"p6PyROX3D7H53Q9D","name":"Ambassador (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You learn three additional languages of your choice.

        \n

        You may choose this discovery multiple times.

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        Berserker: 7th level
        Your instincts are so honed that you have advantage on initiative rolls.

        \n

        Additionally, if you are surprised at the start of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

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        Starting at 10th level, you can grapple creatures two sizes larger than you, instead of one.

        \n

        Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pPKLvM4RC2l1oLQi","name":"Dazzling Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren’t wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.

        \n

        Some of your dazzling steps require your target to make a saving throw to resist the dazzling step’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier

        \n
        \n
        \n

        DEFENSIVE STEP

        \n

        You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

        \n
        \n

        MOBILE STEP

        \n

        You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

        \n
        \n

        OFFENSIVE STEP

        \n

        Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon’s damage.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pPyeqnE1GnMeG1og","name":"Now I Am the Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, your companion has learned almost all that it can from you. As an action on its turn, your companion can take the lead, gaining the following benefits for 1 minute:

        \n
          \n
        • It gains temporary hit points equal to twice its level.
        • \n
        • Once per turn, when it deals damage or restores hit points, it can roll an additional die.
        • \n
        • It gains resistance to kinetic and energy damage.
        • \n
        \n

        This effect ends early if your companion is incapacitated or dies. Once your companion has used this feature, it can’t use it again until it finishes a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pWu7ql7UFckNjgmK","name":"Subtle Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you’ve learned how to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

        \n

        You can use each feature once. You regain all expended uses when you complete a long rest.

        \n
        \n

        CLOAK OF FRIGHT

        \n

        Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

        \n
        \n

        CLOAK OF INVISIBILITY

        \n

        You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

        \n
        \n

        CLOAK OF MEMORY

        \n

        Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearances, your mannerisms, or any other identifying features.

        \n

        Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pd9SrIEnZ04Ihwtw","name":"Force-Empowered Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"Hit a creature with a melee weapon attack."},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 2","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":"Force-Empowered Strike"}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"pn1DjMFXPNTfFIME","name":"Shielded Thoughts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pnIrrDmqB5GosVJC","name":"Led by the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 1st level

        \n

        You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Sentinel 1","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[{"_id":"9qOSAGjZr229QFAN","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"flags.sw5e.jackOfAllTrades","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","label":"Led by the Force","tint":"","transfer":true}]} +{"_id":"pq8vFXNw4RsrMQd2","name":"Relentless Assault (Berserker: Juggernaut)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pqpMDla2xTiLKmQz","name":"Master of Dance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"prxRkZuc0ZzVhJxt","name":"Whirlwind Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"psCyhE5cHf06gu6A","name":"Additional Maneuvers (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into ancient civilizations. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        FORCE RESONANCE

        \n

        Immediately after you deal damage to a target with a force attack, you can expend a superiority die and target a second creature that you can see within 30 feet of the first creature. Roll the die, and the second creature takes force damage equal to the roll + your forcecasting modifier.

        \n
        \n

        FORTUNE AND GLORY

        \n

        When you would make a weapon attack against a target within 30 feet, you can instead manipulate the Force to expend a superiority die and make a Sleight of Hand check using your universal forcecasting ability to plant something on the target, conceal an object on the target, lift the target's purse, or take something from its pocket. Roll the superiority die, and add the result to the check.

        \n
        \n

        FOSSIL FUELED

        \n

        When you would spend force points to cast a force power, you can instead expend a superiority die to cast the power. When you do so, you take necrotic damage equal to the number rolled + your forcecasting modifier + twice the power's level. This damage cannot be reduced in any way.

        \n

        For each additional time you use this maneuver without taking a short or long rest, roll and additional superiority die of damage.

        \n
        \n

        ONE WITH THE FORCE

        \n

        Once per turn, when you make a Constitution saving throw to maintain concentration on a force power, you can expend a superiority die and add the number rolled to the saving throw.

        \n
        \n

        OVERWHELMING WIT

        \n

        Once per round, when a creature secceds on a force power you cast that requires a Wisdom or Charisma saving throw, you can expend a superiority die to make a universal forcecasting ability check with proficiency, substituting the result of the roll for the save DC for that power.

        \n
        \n

        MIND OVER MYSTERY

        \n

        When you are forced to make a saving throw against a force power or effect you can see, you can expend a superiority die to change the saving throw to an Intelligence saving throw.

        \n
        \n

        SHORT ROUND

        \n

        When you cast a force power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

        \n
        \n

        STRIKEFORCE

        \n

        When you make a melee weapon attack against a creature, you can expend one superiority die and add the number rolled to the attack roll. On a hit, the target takes additional force damage equal to the number rolled.

        \n
        \n

        YOU CALL THIS ARCHAEOLOGY?

        \n

        When you or an ally that you can see reduces a hostile creature to 0 hit points, you can use a reaction and expend a superiority die to give yourself or that ally temporary hit points equal to the number rolled + your forcecasting ability modifer.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ptnCEo5giZPvVded","name":"Mark of the Deadeye","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, the range of your Ranger’s Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger’s Quarry, the normal and long range of your ranged weapons double.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pwueAEbCrrWYKDFy","name":"Bonus Proficiencies (Sentinel: Witchcraft)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in the Animal Handling skill.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"pzqCxV7BEjZ6UN1h","name":"Residual Warp","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you’ve visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"q2CS3xB1EIG0E7Jt","name":"Wild Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the enfeeble force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qE8tqnNJQQYekBrS","name":"Enthralling Vigor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, whenever a creature fails a Wisdom or Charisma saving throw against a force power or class feature you use, you can gain temporary hit points equal to half your operative level (rounded down) + your Charisma modifier (minimum of one).

        \n

        You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["7","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qEB0qRRtzWUeHji7","name":"Glancing Blow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qFyuZ0kIXxJoacCW","name":"Force Resonance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, once per round, when you hit a creature with your modified lightsaber, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as your modified lightsaber’s damage.

        \n

        The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 11th level, and 8d6 at 17th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qKSjq3XWQGEJNofg","name":"Lingering Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        FORCE-EMPOWERED CASTING

        \n

        When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"qNNFQgODkmI77xfE","name":"Techcasting (Fighter: Shield)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to half your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

        \n

        You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

        \n

         

        \n

        THE SHIELD SPECIALIST

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelTech Powers KnownTech PointsMax Power Level
        3rd321st
        4th421st
        5th531st
        6th631st
        7th742nd
        8th842nd
        9th952nd
        10th1052nd
        11th1162nd
        12th1262nd
        13th1373rd
        14th1473rd
        15th1583rd
        16th1683rd
        17th1794th
        18th1894th
        19th19104th
        20th20104th
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qT7NSLR6mY5yk2xc","name":"Savage Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

        \n

        When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qUiOXv1Kv6r9W7Md","name":"Forcecasting (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you have learned powers from you studies of civilizations that were also once close to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

        \n

        FORCE POWERS KNOWN

        \n

        You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Archaeologist Pursuit Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

        \n

        FORCE POINTS

        \n

        You have a number of force points equal to your scholar level, as shown in the Force Points column of the Archaeologist Pursuit Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

        \n

        MAX POWER LEVEL

        \n

        Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Archaeologist Pursuit Forcecasting table.

        \n

        You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        FORCECASTING ABILITY

        \n

        Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

        \n
        \n

        Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

        \n
        \n

        Force attack modifier = your proficiency bonus +your forcecasting ability modifier

        \n
        \n

        THE Archaeologist Pursuit

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelForce Powers KnownForce PointsMax Power Level
        3rd431st
        4th641st
        5th751st
        6th861st
        7th1072nd
        8th1182nd
        9th1292nd
        10th13102nd
        11th14112nd
        12th15122nd
        13th17133rd
        14th18143rd
        15th19153rd
        16th20163rd
        17th22174th
        18th23184th
        19th24194th
        20th25204th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qVV2qok1jL1xDZZi","name":"Humanoid Companion (Guardian: Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you’ve adopted a partner, gaining the services of your own humanoid companion.

        \n

        Create your humanoid companion as detailed in the Companions section of the Customization Options document for Expanded Content.

        \n

        If your companion dies, or you want to bond with a different one, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

        \n

        In addition to its traits and features, your companion gains additional benefits while it is bonded to you:

        \n
          \n
        • Your companion gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each trait in excess of your proficiency bonus, your force point maximum is reduced by 2.
        • \n
        \n

        Lastly, while bonded and within 10 feet of you, when you or your companion are hit by dealt damage by an external effect, you can choose to have you or your companion gain resistance to that damage. If you do so, the other of the two takes the same damage. This damage can’t be reduced or negated in any way.

        \n

        At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qWV5YogZcpZ3Y3xj","name":"Chirodactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 7th level
        While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren't deafened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"qgHRPomaepStE22s","name":"Neck Snap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you learn how to immediately remove your grappled opponent from the fight. As an action, you can force a creature grappled by you to make a Constitution saving throw. On a failed save, if the creature has 100 hit points or fewer, it dies. If the target has more than 100 hit points, it immediately takes 10d10 kinetic damage. This damage can’t be reduced in any way.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"qobxHjs45ISwWv2j","name":"Disarming Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"qrAYa9BeKBamaauT","name":"Luck of the Fool","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"quoqL3EKsr7gMDCP","name":"Tactical Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"r2ZOqWzZzhkUmSoV","name":"Slayer's Pride","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, you have advantage on saving throws against being frightened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"r3JUIhug7HSPicod","name":"Mystical Erudition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, you’ve undergone extensive training in lore from the Jal Shey’s collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology. You learn an additional language and an additional skill proficiency from the above list at 11th level.

        \n
        \n

        Additionally, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with an unarmed strike, you can learn learn certain information about its capabilities. The GM tells you if the creature has one of the following characteristics of your choice:

        \n
          \n
        • Condition immunities
        • \n
        • Damage vulnerabilities
        • \n
        • Damage resistances
        • \n
        • Damage immunities
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rAlFvS5hFQJG3c74","name":"Vow of Restoration","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you would make an unarmed strike"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+max(max(@abilities.wis.mod,@abilities.cha.mod),1)","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"rFN0AQJq70DP6qpS","name":"Focused Flow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rIVFUzh21M87bRkp","name":"Beastwarden","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 20 feet of you:

        \n
          \n
        • When you cast a force power that targets only yourself, and your beast companion is within range, you can also target your beast companion with that power.
        • \n
        • If you have darkvision and your beast doesn’t, your beast gains it with the same radius. If your beast has darkvision and you don’t, you gain it with the same radius. If you both have darkvision, you both use the larger radius, which then increases by 30 feet.
        • \n
        • If you have advantage on Perception checks and your beast doesn’t, your beast gains advantage on Perception checks. If your beast has advantage on Perception checks and you don’t, you gain advantage on Perception checks. If you both have advantage on Perception checks, when either of you makes a Perception check with advantage, you can reroll one of the dice once.
        • \n
        \n

        This radius increases to 30 feet at 18th level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rPOLy96fW96N2UPg","name":"Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Berserker: 1st level

        \n

        In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

        \n

        While raging, you gain the following benefits:

        \n
          \n
        • You have advantage on Strength checks and Strength saving throws.
        • \n
        • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
        • \n
        • You have resistance to kinetic and energy damage.
        • \n
        \n

        If you are able to cast powers, you can't cast them or concentrate on them while raging.

        \n

        Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

        \n

        You can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[{"_id":"E7ZFEHBny7NjHcFj","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"2","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"kinetic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"energy","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","label":"Rage","tint":"","transfer":false}]} +{"_id":"rPzGmFEFzwxKLmyh","name":"Discoveries (Occultist)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your research on the occult. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        Arcane Membrane

        \n

        You can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of+1) to any Intelligence (Lore) or Intelligence (Nature) checks you make.

        \n
        \n

        Evil Eye

        \n

        Prerequisite: 5th level

        \n

        You can cast the bestow curse and remove curse force powers without spending force points. Wisdom or Charisma (your choice) is your forcecasting modifier for these powers.

        \n

        Once you've cast a power using this feature, you must complete a long rest before you can cast it again.

        \n
        \n

        Exsanguination

        \n

        Prerequisite: 9th level

        \n

        When a creature marked by your Curse of Objurgation is reduced to 0 hit points, you can use a reaction and expend a Hit Die to immediately regain a use of your Curse of Objurgation.

        \n
        \n

        Hexes and Superstitions

        \n

        When you roll a 13 on an ability check, you treat it as if you rolled a 20.

        \n
        \n

        Natural Karma

        \n

        Before you use a maneuver or power to set a curse on a target you can see, you can make a contested Dexterity (Sleight of Hand) check against the target's Wisdom (Insight) check. On a success, the target is unaware you set the curse on them.

        \n
        \n

        Savage Sortilege

        \n

        Prerequisite: 13th level

        \n

        You ignore resistance to psychic damage, and you have resistance to psychic damage.

        \n
        \n

        Supernatural Vigor

        \n

        At the end of a long rest, you can choose one creature you can see within 30 feet (this includes you) to imbue with unnatural power. The creature's hit point maximum and current hit points increase by an amount equal to your scholar level, and it has advantage on Constitution saving throws made to avoid exhaustion. Both effects end after 8 hours.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} +{"_id":"ra5ZfIpyUpOuRd3A","name":"Mindless Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"raPAMeGzpxc3NrXj","name":"Multitasker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 5th level

        \n

        You can take a second reaction each round. You can only take one reaction per turn.

        \n

        Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} +{"_id":"rcdavmTFmTdnKHww","name":"Guardian Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, you learn to invoke your totems to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Wisdom or Charisma modifier (your choice, minimum of +2).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rg7zEbgvpGalvpQC","name":"Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 7th level, you gain one of the following features.

        \n

        Choose Relentless for Juyo or Punishing Charge for Vapaad.

        \n
        \n

        RELENTLESS

        \n

        You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.

        \n
        \n

        PUNISHING CHARGE

        \n

        When a hostile creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"riPd6LYH9XCBUPbI","name":"Force-Empowered Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

        \n
        \n
        \n

        DISRUPTION PULSE

        \n

        As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.

        \n
        \n

        FORCED OVERRIDE

        \n

        When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).

        \n
        \n

        TECHCASTING INSIGHT

        \n

        As an action, you can attempt to determine another creature’s experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If you succeed, you immediately learn the target’s techcasting Max Power Level, as well as any tech powers currently affecting the target.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rkooXE8vPLT1zs0j","name":"Double Swing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Force-Empowered Allies","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        While you are concentrating on a power that benefits a friendly creature other than you, you gain new ways to utilize your Force-Empowered Self features. Each option costs 1 force point, and you can only target a creature that is benefiting from a power you cast.

        \n
        \n
        \n

        Deflection

        \n

        When an ally is hit with an attack roll, you can use your reaction and roll a Kinetic Combat die to add it to your ally's AC, potentially causing the attack to miss.

        \n
        \n

        Double Strike

        \n

        When an ally hits with an attack roll, you can use your reaction and roll a Kinetic Combat die to deal additional damage of the same type as the attack.

        \n
        \n

        Slow Time

        \n

        When an ally moves on their turn, you can use your reaction and roll a Kinetic Combat die to increase their speed by 5 x the amount rolled until the end of the turn.

        \n
        ","chat":"","unidentified":""},"requirements":"Path of Meditation: 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[],"_id":"rrtOo11D08e4QVPh"} +{"_id":"rtq7PyIfmJQ0lGX9","name":"Mighty Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

        \n

        This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"rwlSmbnx9YtbWOI8","name":"Rising Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, as an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate two light- or vibro-weapons in each hand with which you are proficient, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn’t already include that modifier.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ryOcrJD1zMIca1s6","name":"Fists of Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you’ve learned to hone your rage through your fists. Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s0Bf6Sv2exQNH7vK","name":"Unlimited Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

        \n

        You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage can not be reduced in any way.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s0tgfPdqVbfeTu8X","name":"Synthetic Understanding","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you’ve applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.

        \n

        Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.

        \n

        Finally, when you deal damage with a tech power or your Double Strike Force Empowered Self option, you can choose to substitute the damage dealt as ion.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s3zxpmEoABHG6fJN","name":"Darkness Charges","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning when you choose this order at 3rd level, you learn to create a number of small charges that create enhanced darkness. Over the course of a short or long rest, you can create a number of charges equal to your Wisdom or Charisma modifier (your choice). Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

        \n

        Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The charges create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of brigiht light dispells it.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s7L1KzijyPgWkRng","name":"Mark of the Predator","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, if the target of your Ranger’s Quarry feature can see you, a number of friendly creatures you choose up to your Intelligence modifier have advantage on Dexterity (Stealth) checks made to hide from it.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"s9N0SbnOiNitLT5W","name":"Clarity of Vision","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sB7WR4Mow93lkPYh","name":"Surveyed Area","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sDqQ6apF5bfbS6GS","name":"Bonus Proficiencies (Engineer: Astrotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this discipline at 3rd level, you gain proficiency in astrotech’s implements. Additionally, when you engage in crafting with astrotech’s implements, the rate at which you craft doubles.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sMap3pJ2eaRKjLhs","name":"Dervish","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Adaptive Fighting, to a maximum of your Strength or Dexterity modifier (your choice, minimum of one).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sQ9c8Bnuj93ozEPr","name":"Force Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 2nd level
        You learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1). This includes the triggering attack.

        \n

        You can use this feature a number of times equal to your proficiency bonus, as shown in the consular table. You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Reaction.webp","effects":[]} +{"_id":"sTy1MsBoX23ucs5S","name":"Discoveries (Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ADMINISTRATOR’S LOG

        \n

        If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

        \n
        \n

        BACKDOOR EGRESS

        \n

        When you cast a tech power that affects an area and requires a saving throw, and you are inside that power’s area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

        \n
        \n

        INTELLIGENCE CORE OVERRIDE

        \n

        Prerequisite: 9th level
        You can cast the override interface tech power at 5th level without spending tech points.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        RESOURCE APPROPRIATION

        \n

        Prerequisite: 11th level
        If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n

        SKILLFUL CASTING

        \n

        When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

        \n
        \n

        SLEEPER PROGRAM

        \n

        Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power’s activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power’s effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sUs6idlxKXYU4ba6","name":"Force Deflection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sZbz4ionDvaecDde","name":"Redirect Error","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sbC804GyKAWJhQ12","name":"Portable Structure","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Construction Engineering: 3rd, 11th, and 17th level

        \n

        You have constructed a set of malleable, portable fortifications that can you and your allies. Over the course of a long rest, you create a portable structure that travels with you.

        \n

        Your portable structure can only be directed by you, and you must have a tech focus in order to direct it remotely. If you lack a tech focus, you can instead direct it while it is within 5 feet of you. Your portable structure has the following features:

        \n
          \n
        • Its AC equals your tech save DC.
        • \n
        • It has a number of hit points equal to 5 x your engineer level. If your structure is reduced to 0 hit points, it collapses and can't be use again until you spend 1 hour repairing it. which can be done during a short or long rest.
        • \n
        • You can restore missing hit points to your structure by casting the mending tech power on it. or by completing a short or long rest. Casting the mending tech power restores a number of missing hit points equal to your Intelligence modifier (minimum of one), but it can't be repaired to more than half its hit point maximum in this way. Completing a short rest restores your structure to half its hit point maximum, and completing a long rest restores it to its hit point maximum.
        • \n
        • Your structure has two modes: dismantled and deployed. While dismantled, your structure's speed equals your own, it hovers 5 feet off the ground, it up the space a 5 foot cube, and it weighs 500 lbs. This increases to a 10 foot cube and 1,000 lbs. at 11 th level, and a 15 foot cube and 2,000 lbs. at 17th level as you upgrade it. While deployed, your structure's speed is 0 and it takes up space dictated by how its deployed.
        • \n
        \n

        As an action, you can remotely deploy your structure at a space you can see on the ground within 30 feet of you, provided there is sufficient space to support it. This range increases to 60 feet at 11 th level and 120 feet at 17th level. Automatic dismantling of your structure takes 1 minute, and can be initiated on your turn (no action required).

        \n

        You can deploy your choice from these structures a combined total of four times, and you gain more uses at higher levels, as shown in the Modification Slots column of the engineer table. Each time you use this feature in excess of your proficiency bonus, your tech point maximum is reduced by 1 until you complete a long rest. You regain all expended uses when you complete a long rest.

        \n
        \n

        Bridge

        \n

        You deploy a bridge up to 30 feet long, 10 feet wide, and 3 feet thick. The bridge starts from the point at which you deploy it, and extends in a direction of your choice. When you dismantle your bridge, it retracts to the point at which you initially deployed it. Both ends of the bridge must be supported in some function; one end cannot be suspended in the air or on unstable terrain. The bridge can hold up to 1,000 lbs., any weight above which causes the bridge to instantly drop to 0 hit points, destroying it. If a creature is on the bridge when it is destroyed or dismantled, it must make a Dexterity saving throw against your tech save DC. On a successful saving throw, it reaches the closest part of the bridge that has stable support, or it maintains a grip on your bridge as it retracts, as appropriate. On a failed save, it falls.

        \n

        When you reach 11th level, the bridge can now extend up to 45 feet long, 15 feet wide, and it can support up to 2,000 lbs. When you reach 17th level, the bridge can now extend up to 60 feet long, 20 feet wide, and it can support up to 4,000 lbs.

        \n
        \n

        Cage

        \n

        You create a cage that surrounds a cube up to 10 feet on each side centered on the target location. The cube is surrounded on all sides except the ground by 2-foot-thick walls. The walls and roof are completely opaque, and you choose whether the structure has a light source when you deploy it that provides bright light within the cube. Otherwise, the space within the cube is in complete darkness. The cage is permeable, as air, water, and sound passes through it You can attempt to trap unwilling Medium or smaller creatures inside the cage. When you deploy this structure in an unwilling creature's space, it must make a Dexterity saving throw against your tech save DC. On a successful save, it can immediately move to nearest unoccupied space outside the sage. Otherwise, it is trapped within the structure when it is deployed.

        \n

        When you reach 11th level, the cage can extend up to 15 feet on each side, and it can trap creatures of Large size or smaller. When you reach 17th level, the cage can extend up to 20 feet on each side, and it can trap creatures of Huge size or smaller.

        \n
        \n

        Shelter

        \n

        You erect a shelter up to 15 feet long, 10 feet wide, 10 feet tall, with one-foot-thick walls, a roof, and a floor. It has a single door along its walls in a location of your choice. The building has temperature control and lighting systems, and can withstand harsh winds, heavy rain and snow. Any creature inside the shelter is protected from hazardous environmental effects outside the shelter such as extreme heat or cold. The structure does not provide additional breathing air for anyone inside if the environment it is placed in is not breathable. The house can comfortably support up to 5 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures.

        \n

        When you reach 11 th level, the house can extend up to 30 feet long, 15 feet wide, 15 feet tall, and it can now comfortable support up to 10 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, they regain all spent Hit Dice, instead of only half. When you reach 17th level, the house can extend up to 45 feet long 20 feet wide, 20 feet tall, and it can now comfortable support up to 10 Large creatures. For each Large creature, it can instead support 2 Medium creatures. For each Medium creature, it can instead support 2 Small creatures. For each Small creature, it can instead support 2 Tiny creatures. Additionally, when a creature completes a long rest while within your shelter, their exhaustion level is reduced by 2, instead of only 1.

        \n
        \n

        Tower

        \n

        You erect a tower from a 5-foot square platform centered on the target location that rises up to 30 feet. If the tower is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the tower. A creature can choose to fail the save. The tower comes equipped with a ladder that reaches from the ground to the platform.

        \n

        When you reach 11 th level, the tower's platform can extend 5 feet by 10 feet and rise up to 40 feet When you reach 17th level, the tower's platform can cover a 10-foot square, and rise up to 50 feet. Additionally, any creature on the tower's platform has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n

        Wall

        \n

        You deploy a wall up to 30 feet long 10 feet high, and 3 feet thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 3 feet thick. The wall features ramparts deep enough to support creatures of Medium size or smaller, and provides one-quarter cover to any creature on its ramparts. The wall includes a ladder on the side of your choice. You choose whether the wall contains any openings otherwise. Any openings chosen in this way can be seen through on both sides. The wall can be climbed, but requires a Strength (Athletics) check against your tech save DC for any creature without a climbing speed. A creature can only make this check once per turn.

        \n

        When you reach 11 th level, the wall can deploy up to 45 feet long and 15 feet high, or a ringed wall up to 15 feet in diameter and 15 feet high. Additionally, the wall now provides half cover to any creature on its ramparts. When you reach 17th level, the wall can deploy up to 60 feet long and 20 feet high, or a ringed wall up to 20 feet in diameter and 20 feet high. Additionally, the wall now provides three-quarters cover to any creature on its ramparts.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sbYfAu9t8TUNR5hp","name":"Overwhelming Cleave","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 10th level, when you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"sfEr8ZBFVddlfLeF","name":"Varactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level
        While raging, you have advantage Dexterity checks, your attack rolls can't suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"sgJdISZMtwv08WPJ","name":"Katarn's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        You gain a climbing speed equal to your movement speed.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"_id":"shHFJ7KWhcnoOrQF","name":"Retaliatory Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the lightning charge force power, targeting them.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"snqkp9af24pxhQcv","name":"Critical Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scholar: 1st level

        \n

        You are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

        \n
          \n
        • When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.
        • \n
        • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
        • \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[]} +{"_id":"spOzjJdS7AGR2LX7","name":"Menacing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply half damage as well as the effect.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"5dNmPaJ4YCKRu667","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Menaced","tint":"","transfer":false}]} +{"_id":"squXPxLSakcrSOBA","name":"Discoveries (Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your studies in historical civilizations. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        ARCHIVE RESEARCH 

        \n

        Your expeditions have turned up a bevy of knowledge on the force. You learn three at-will powers of your choice, which don't count against your number of force powers known.

        \n
        \n

        FORCE COMBAT KNOWLEDGE 

        \n

        Your research into Jedi and Sith combat techniques has allowed you to gain proficiency in simple lightweapons. When you are the target of your Critical Analysis, you use your choice of your Intelligence or Strength modifier for the attack and damage rolls with simple lightweapons. You must tuse the same modifier for both rolls.

        \n

        Additionally, you gain knowledge of one lightsaber form of your choice.

        \n
        \n

        IT BELONGS IN A MUSEUM 

        \n

        Your knowledge of antquities is unparalleled. When you make an Intelligence (Lore) check or an ability check with your archaeologist kit, you may treat any roll of a 9 or lower as a 10.

        \n
        \n

        LOCALIZED SURVEY 

        \n

        Prerequisite: 13th level

        \n

        Your affinity for the force allows you to key in to the recent past of an area you enter. When you would expend a use of your Psychometric Analysis, you can instead choose to target your immediated vicinity (up to a 50-foot cube) and investigate for at least 1 minute. For each minute you investigate, you see visions of recent events in the area going back a number of days equal to your scholar level, you learn about one signifiant event, beginning with the most recent.

        \n

        You can investigate in this way for a number minutes equal to your scholar level and must maintain concentration during that time, as if you were concentrating on a power.

        \n

        Once you've used this feature, you can't use it again until you complete a short or long rest.

        \n
        \n

        MAKING THIS UP AS YOU GO 

        \n

        Prerequisite: 17th level

        \n

        You may now cast force powers at 4th-level twice between rests.

        \n
        \n

        TELEKINETIC MINISTRATIONS 

        \n

        Prerequisite: 9th level

        \n

        You can cast the telekineses force power at 5th level without spending force points.

        \n

        Once you've used this feature, you must complete a long rest before you can use it again.

        \n
        \n

        THE YEARS AND THE MILEAGE 

        \n

        Your archaeological studies have taken you all across the galaxy. While you are the target of your Critical Analysis feature, you can use your universal forcecasting ability instead of Wisdom when making Insight or Survivial checks.

        \n
        \n

        TOMB OF THE ANCIENTS 

        \n

        Prerequisite: 5th level

        \n

        As a reaction when you take damage, you can entomb yourself in the Force until the end of your next turn. For the duration, you have resistance to the triggering damage, you gain temporary hit points equal to 1d10 + your universal forcecasting ability modifier + your scholar level to potentially absorb the attack, and your speed is reduced to 0.

        \n

        Once you use this feature, you can't use it again until you complete a short or long rest.

        \n
        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"srUX8ZuR0r6d8Kob","name":"Perception's Exploit - Angle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"swx8BTQy2S1WGFSj","name":"Evasive Footwork","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"aXAuv80xH4fyilcx","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Evasive Footwork","tint":"","transfer":false}]} +{"_id":"szBvqoou8yziMCmN","name":"Uncanny Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 5th level

        \n

        When an attacker that you can see deals damage to you with an attack, you can use your reaction to halve the attack’s damage against you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Reaction.webp","effects":[]} +{"_id":"t55c7OyiSdmENJIM","name":"Double Tap (Operative: Scrapper)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, you can deal Sneak Attack damage twice per turn, but you can’t deal more than your total Sneak Attack dice to a single target per turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"t9484zVzydcwhOwN","name":"Sharpshooter's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"tFeYRpK4UKKtYJjK","name":"Ideal of the Steadfast","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"Sm735wmrsKZ7HQPB","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Steadfast Manifestation","tint":"","transfer":false}]} +{"_id":"tOo3ExbyW5uQdHJk","name":"Charged Illusions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level (rounded down).

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"tZiE3SNBeoRftTYD","name":"Modified Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you’ve learned to make modifications to your body, cybernetically augmenting yourself. Over the course of a long rest, you can modify yourself with cybernetic augmentations. You must have biotech's tools in order to perform this modification.

        \n

        While you have at least one cybernetic augmentation installed, your body counts as a tech focus for your tech powers. Additionally, you have 4 modification slots, and you gain more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

        \n

        Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

        \n

        Biotech Modifications

        \n

        If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

        \n
        \n
        \n

        Active Camouflage Core

        \n

        Prerequisite: 13th level

        \n

        As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.

        \n
        \n

        Anti-Dazzle Ocular Implant

        \n

        This augmentation replaces your eyes.

        \n

        You are immune to the blinded condition, and you can enable or disable your ability to see anytime. Additionally, your eyes are equipped with a holorecorder device. You can perfectly recall anything you've sees in the last 7 days.

        \n
        \n

        Auto-Defibrillator

        \n

        Prerequisite: 5th level

        \n

        Prerequisite: Hardy Torso Prothesis

        \n

        The Constitution score of your Hardy Torso Prosthesis increases by 2. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. <h3

        \n

        This augmentation replaces an arm.

        \n

        When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm's Strength score and your own.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Celerity Leg Prosthesis

        \n

        This augmentation replaces both legs.

        \n

        When determining your bonus to AC and saving throws from Dexterity, your Dexterity score is treated as 15. Additionally, you can substitute this score for your own whenever you make an ability check or attack roll that uses your legs. If your Dexterity score is already equal to or greater than 15, it has no effect on you.

        \n
        \n

        Detachable Eye

        \n

        This augmentation replaces an eye.

        \n

        As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Detachable Hand

        \n

        This augmentation replaces a hand.

        \n

        As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a container. You can move the hand up to its speed each time you use it

        \n

        You can choose this modification multiple times.

        \n
        \n

        Frailcasting Inhibitor

        \n

        Prerequisite: 5th level

        \n

        While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        Hardy Torso Prosthesis

        \n

        This augmentation replaces your torso.

        \n

        Your Constitution score becomes 13. If your Constitution score is already equal to or greater than 13, it has no effect on you. Additionally, you have advantage on saving throws against poison.

        \n
        \n

        Harpoon Hand

        \n

        This augmentation replaces a hand.

        \n

        You modify your hand, granting it the ability to transform into a harpoon. With this hand, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

        \n

        A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

        \n

        While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

        \n

        Once you've used this feature, you can’t use your hand again until you recover and reinsert it as an action.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Integrated Subdermal Armor

        \n

        Prerequisite: 5th level

        \n

        When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier.

        \n
        \n

        Iridonian Grav-Lev Hand

        \n

        This augmentation replaces a hand.

        \n

        Your unarmed strikes with this arm deal 1 d4 ion damage, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift Additionally, you deal double damage to energy-based structures with your unarmed strikes.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Magnetic Forearm Enhancement

        \n

        This augmentation replaces a forearm.

        \n

        Unarmed strikes with this hand have the reach property.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Mighty Prowess Enabler

        \n

        Prerequisite: 5th level

        \n

        Prerequisite: Brawny Arm Prothesis

        \n

        The Strength score of your Brawny Arm Prosthesis increases by 2. Additionally, you are considered proficient with any weapon you wield with this arm. If the weapon requires two hands to use, and you are not already proficient with it, you only add half your proficiency bonus to attack rolls you make with it, unless you wield it in two of these hands.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Nighthawk Ocular Implant

        \n

        This augmentation replaces your eyes.

        \n

        You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.

        \n
        \n

        Powered Harpoon Hand

        \n

        Prerequisite: 9th level

        \n

        Prerequisite: Harpoon Hand

        \n

        While your harpoon hand is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

        \n
        \n

        Rendcasting Inhibitor

        \n

        Prerequisite: 5th level

        \n

        While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        Skills Enhancement Package

        \n

        Prerequisite: 13th level

        \n

        When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.

        \n
        \n

        Sound Dampeners

        \n

        This augmentation replaces your ears.

        \n

        You are immune to the deafened condition, and you can enable or disable your ability to hear anytime. Additionally, your ears are equipped with a person translator that allows you to understand up to 15 languages different, however, you cannot speak them. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

        \n
        \n

        Surveillance Implant

        \n

        This augmentation replaces your face.

        \n

        This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.

        \n
        \n

        Survival And Surveillance Implant

        \n

        Prerequisite: 9th level

        \n

        This augmentation replaces your eyes and face.

        \n

        This implant contains several tools for long-term survival and reconnaissance. As a bonus action, you can activate one of the below modes that enable you to use several of these tools at once. Activating a different mode deactivates any currently active mode.

        \n
          \n
        • Communications Mode: This communications suite includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver. While this mode is active, you cannot be deafened.
        • \n
        • Interceptor Mode: This is a jamming and electronic warfare suite that includes a comm jammer, a holotrace device and pocket scrambler.
        • \n
        • Respirator Mode: This includes a basic respirator that grants advantage on saving throws made to avoid being poisoned and resistance to poison damage.
        • \n
        \n
        \n

        Swift Gait Attuner

        \n

        Prerequisite: 5th level

        \n

        Prerequisite: Celerity Leg Prothesis

        \n

        The Dexterity score of your Celerity Leg Prosthesis increases by 2. Additionally, you gain proficiency in Dexterity saving throws.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Vector Amplifier

        \n

        Prerequisite: 5th level

        \n

        While using your body as a tech focus, you gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        Vector Rangefinder

        \n

        Prerequisite: 5th level

        \n

        While using your body as a tech focus, you gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        \n

        Voice Synthesizer

        \n

        Prerequisite: 5th level

        \n

        This augmentation replaces your throat.

        \n

        This augmentation allows you to synthesize and perfectly mimic any voice that you have heard in the last month, and the synthesizer can translate verbal communications between up to 5 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer. Additionally, you can add your Intelligence modifier to any Charisma (Deception) check made to lie to another creature.

        \n
        \n

        Weapon Integration

        \n

        This augmentation replaces a forearm.

        \n

        You can integrate a single weapon that weighs no more than 8 lb. into your forearm. While integrated, you can use a bonus action to hide or reveal the weapon, which can only be used while revealed. While hidden, the weapon has the hidden property. While revealed, the weapon has the fixed property.

        \n

        You can choose this modification multiple times.

        \n
        \n

        Withercasting Inhibitor

        \n

        Prerequisite: 5th level

        \n

        While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"tbHaX0KFQ8awqRGN","name":"Evasion (Operative)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Operative: 7th level

        \n

        When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Evasion","tint":"","transfer":true}]} +{"_id":"tk7nQSyaZa5kneO6","name":"Piloting's Exploit - Spin","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"u07a2ZXQlokyBClQ","name":"Shadow Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, you learn to strike from the shadows. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll.

        \n

        The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"u6LYZxy7ZKsD0LY5","name":"Modified Tinkercannon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to enhance your tinker’s implements with unstable science, modifying them into a harness with a cannon. Over the course of a long rest, you can modify your tinker’s implements to create a tinkercannon. You must have tinker’s implements in order to perform this modification.

        \n

        Whenever you cast a tech power of 1st level or higher while wielding your tinkercannon, you risk unexpected complications. Your GM can have you roll a d20. If you roll a 1, roll on the Unstable Engineering Surge table to create a random effect.

        \n

        Additionally, your tinkercannon come equipped with 4 overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer table. Each time you trigger an Unstable Engineering Surge, you can use an override to reroll the percentile dice. You must use the new result, you can only do this once per surge, and each time you do so in excess of your proficiency bonus (resetting on a long rest) your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.

        \n
        Unstable Engineering Surge
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        d100Result
        01-02Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls.
        03-04For the next minute, you can see any invisible creature if you have line of sight to it.
        05-06A DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later.
        07-08You cast explosion at 3rd-level centered on yourself without expending tech points.
        09-10You cast homing rockets at 5th-level without expending tech points.
        11-12Roll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow.
        13-14You fall asleep standing for 1 minute or until you take damage.
        15-16For the next minute, you regain 5 hit points at the start of each of your turns
        17-18You grow a long beard made of feathers that remains until you sneeze.
        19-20You cast oil slick centered on yourself without expending tech points.
        21-22Creatures have disadvantage on the first saving throw they make against you in the next minute.
        23-24Your skin turns a vibrant shade of blue. Any effect that ends a curse ends this.
        25-26You grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute.
        27-28For the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action.
        29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
        31-32You take 2d10 lightning damage and are shocked for 1 minute.
        33-34Maximize the damage of the next damaging tech power you cast within the next minute.
        35-36Roll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older.
        37-38You start running uncontrollably for 1 minute, moving your entire speed each turn.
        39-40You regain 2d10 hit points.
        41-42Each creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute.
        43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
        45-46You are blinded and deafened for 1 minute.
        47-48You have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute.
        49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
        51-52A shimmering energy barrier grants you a +2 bonus to AC for 1 minute.
        53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
        55-56Your hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours.
        57-58For 1 minute, any flammable object not worn or carried you touch bursts into flame.
        59-60You regain tech points equal to your Intelligence modifier (minimum of one).
        61-62For the next minute, you shout whenever you speak.
        63-64You cast smoke cloud centered on yourself without expending tech points.
        65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
        67-68You are frightened by the nearest creature until the end of your next turn.
        69-70Each creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power.
        71-72You gain resistance to all damage for the next minute.
        73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
        75-76You emit bright light in a 30-foot radius for 1 minute.
        77-78Each creature within 30 feet of you except you gains the benefits of mirror image for 1 minute.
        79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
        81-82You can take one additional action immediately.
        83-84Each creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage.
        85-86You cast mirror image without expending tech points.
        87-88You are frozen in carbonite and paralyzed for 1 minute or until you take damage.
        89-90You turn invisible and can’t make sound for 1 minute, or until you attack or cast a power.
        91-92If you die within the next minute, you immediately come back to life as if by the defibrillate power.
        93-94Your size increases by one size category for the next minute.
        95-96You and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute.
        97-98You are surrounded by faint, ethereal music for the next minute.
        99-100You regain half your expended tech points.
        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"u7MxfRLGGRYAy04z","name":"Vigilant Defender","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"uAE6iG36liBaddaO","name":"Force Resistance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, while the target of your Ranger’s Quarry feature is within 30 feet of you, you gain the following benefits:

        \n
          \n
        • You have advantage on saving throws against force powers they cast.
        • \n
        • You have resistance to damage dealt by force powers they cast.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"uGPz2W0KIQ4Xk6xv","name":"Aura of Conviction","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"uH22SkE5h83Rjg2N","name":"Warden's Routine","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"uIOP1xHouOlyDym1","name":"Mentor's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level

        \n

        Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"uITFuPS25GwkJnV6","name":"Lunging Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"3ofwicyA3h1jv28F","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Lunging Attack","tint":"","transfer":false}]} +{"_id":"uQxumZPsh5sK9v2Q","name":"Nature's Exploit - Emulate Predator","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"uVj65irpjyXXnU6M","name":"Special Ammunition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.

        \n

        AMMUNITION ENHANCEMENTS

        \n

        You know two ammunition enhancements of your choice, which are detailed under “Ammunition Enhancements” below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,

        \n

        You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

        \n

        Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.

        \n

        AMPLIFIED SHOTS

        \n

        You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn’t involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.

        \n

        SAVING THROWS

        \n

        Some of your ammunition enhancements require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier

        \n
        \n

        AMMUNITION ENHANCEMENTS

        \n

        The ammunition enhancements are presented in alphabetical order.

        \n
        \n
        \n

        CARBONITE SHOT

        \n

        When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, it gains 1 slowed level, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.

        \n

        The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.

        \n
        \n

        COERCING SHOT

        \n

        You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

        \n

        The poison damage increases to 4d6 when you reach 18th level in this class.

        \n
        \n

        EXPLOSIVE SHOT

        \n

        You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.

        \n

        The fire damage increases to 4d6 when you reach 18th level in this class.

        \n
        \n

        HALLUCINOGEN SHOT

        \n

        You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

        \n

        The psychic damage increases to 4d6 when you reach 18th level in this class.

        \n
        \n

        PIERCING SHOT

        \n

        You enhance your shot with armor-piercing properties. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon’s type. On a successful save, a target takes half as much damage.

        \n

        The extra damage increases to 2d6 when you reach 18th level in this class.

        \n
        \n

        QUELL SHOT

        \n

        You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

        \n

        The poison damage increases to 4d6 when you reach 18th level in this class.

        \n
        \n

        SEEKING SHOT

        \n

        You apply a tracing signal to your shot. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

        \n

        The kinetic damage increases to 2d6 when you reach 18th level in this class.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"uXm28JTQwru6y0tj","name":"Explosive Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

        \n

        Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creature within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier). A creature takes 2d4 + your Intelligence modifier kinetic damage on a failed save, or half as much on a successful one.

        \n

        The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ubfF7LaQ2HdTQKx9","name":"Learner's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in a skill and a tool, or two tools.

        \n

        You can select this exploit multiple times, each time choosing a new skill and a tool, or two new tools.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"ueVZJoMfvAMrL0xc","name":"Goading Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

        \n
        \n
        \n

        To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

        \n
        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"JZVM9WpHdibWdv42","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Goaded","tint":"","transfer":false}]} +{"_id":"uiG3g9c7gdpYNrD0","name":"Redirect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, when you would be affected by a weapon or force power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack, make a melee or ranged force attack against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your universal force save DC.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"umCqTGZ1GTQAmX3S","name":"Techcasting Secrets (Guardian: Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 3rd level

        \n

        You have learned to blend your technological aptitude with the Force. Choose two tech powers of no higher level than your Max Power Level, as shown in the guardian table. The chosen powers count as both universal force powers and tech powers for you, but are not included in the number in the Powers Known column of the guardian table.

        \n

        You learn two additional powers at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of no higher level than your Max Power Level.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"utG47h4qqKWblu3A","name":"Adaptive Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"v1GPZX7JZ4lh2Bhy","name":"Improved Decoys","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 15th level, you can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"v4CZJ8LBMl5PYZCO","name":"Fyrnock's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":7.5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[]} +{"_id":"vABtgK0Jau0b6cTl","name":"Tell Me the Odds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, if the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).

        \n

        This die increases to d10 at 13th level and d12 at 17th level.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vIBCNYhk5Z7GWVyL","name":"Fire As One","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vPTkjP0U9muCFQkf","name":"Channel the Force (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Aqinos Form: 7th level

        \n

        You learn your choice of the Cause Harm or Lend Aid Channel the Force options, and when you use either of these options, you gain additional benefits.

        \n
        \n
        \n

        Cause Harm

        \n

        You can choose to deal ion damage instead of necrotic.

        \n
        \n

        Lend Aid

        \n

        Droids and constructs are now valid targets.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[]} +{"_id":"vd1BMUHvQoWbo2j6","name":"Form Basics (Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Vonil/Ishu lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vh8gpSCT41sZMONL","name":"Kinetic Bastion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 18th level, you can protect allies even further from you. When a creature within 30 feet of you is hit by a melee weapon attack, you can use your reaction to teleport to them and extend your Kinetic Ward. If this damage is not reduced to 0, the warded creature takes any remaining damage.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vjAOfKzmrVFcwYTh","name":"Adaptive Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vjzKXTUin4nIeIDJ","name":"Accomplished Ambusher","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this technique at 3rd level, when you take the Attack action against a creature that is surprised, you can make one additional attack against that creature as a part of that action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vqxJzX2jON1LZuAS","name":"Force-Empowered Casting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Consular: 2nd, 9th, and 17th level

        \n

        You gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 9thand 17th level.

        \n

        You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

        \n
        \n
        \n

        CAREFUL POWER

        \n

        When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

        \n
        \n

        DISTANT POWER

        \n

        When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

        \n

        When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

        \n
        \n

        EXTENDED POWER

        \n

        When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

        \n
        \n

        HEIGHTENED POWER

        \n

        When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

        \n
        \n

        IMPROVED POWER

        \n

        When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

        \n

        You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

        \n
        \n

        LINGERING POWER

        \n

        When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

        \n
        \n

        PINPOINT POWER

        \n

        When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

        \n
        \n

        QUICKENED POWER

        \n

        When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

        \n
        \n

        REFOCUSED POWER

        \n

        When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

        \n

        You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n
        \n

        SEEKING POWER

        \n

        If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

        \n

        You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

        \n
        \n

        TWINNED POWER

        \n

        When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"vxR8oI3jyjVUt5sJ","name":"Targeting Matrix","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, when you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one.

        \n

        You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vzh8iX6HpkxnYKR8","name":"Voodoo Doll: Pain","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

        \n
          \n
        • Pain: The target must succeed on a Constitution saving throw or be wracked with pain for 1 hour. While in pain in this way, the target takes an additional 1d4 psychic damage whenever it takes damage.
        • \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Action.webp","effects":[]} +{"_id":"vztjE89CZfhFYbOl","name":"Quick-Release Stimulant","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, when you are dealt damage by an attack while you have at least one cybernetic augmentation installed, you can use your reaction and expend one use of your Potent Aptitude to reduce the damage you take. The damage is reduced by an amount equal to 1d10 + your Constitution modifier + your engineer level. If you reduce the damage to 0, you can gain temporary hit points equal to the remaining damage reduction.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"vzwNHMqfV57Lr252","name":"Fighting Style (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 2nd level

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 2","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"w2fcITzwIWxmBuLs","name":"Shocking Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

        \n

        Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power’s saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"w7Hb4Rru8t27O2uL","name":"Additional Maneuvers (Scholar: Explorer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        EFFECTIVE FLANKING

        \n

        Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

        \n

        On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

        \n
        \n

        ENCOURAGING PACE

        \n

        You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

        \n
        \n

        NO ESCAPE

        \n

        Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature’s movement speed becomes 0 until the start of its next turn.

        \n
        \n

        PRECISE MOVEMENTS

        \n

        When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature’s speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

        \n
        \n

        SNARE TRAPS

        \n

        You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

        \n

        On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

        \n
        \n

        SUPERIOR COUNTERATTACK

        \n

        Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

        \n
        \n

        WRESTLE AND DRAG

        \n

        When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"w8lV2PlpwsbT2Idf","name":"Blistering Rebuke","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn’t moved or shocked.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+10","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"w9G3JY7dSOaXJIAh","name":"Backup Plans","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 15th level, when you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wAKt9PO3BZLziVzj","name":"Disruptive Shock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wBdYcwBoZm5KFnSn","name":"Purity of Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 13th level

        \n

        Your are immune to disease and poison and resistant to poison damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 13","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"N98ZOr9Yj3gJNiNJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.ci.value","value":"diseased","mode":2,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Purity of Body","tint":"","transfer":true}]} +{"_id":"wIHplALcnef15uBd","name":"Bonus Proficiencies (Fighter: Tactical)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency with one type of artisan’s implements of your choice.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wJqNvAh5jroqKZWd","name":"New Item","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wR9uAGEnSdKoVvYo","name":"Epicenter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wfigLmIQg03vIbxP","name":"Dynamic Attachment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 18th level, while you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wgEc1fPVzUOOLiY7","name":"Creative Destruction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 6th level, you can add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features. If the tech power or class feature would damage multiple creatures, you can only deal this additional damage to one of them.

        \n

        If you choose to deal this additional damage, your GM can have you roll on the Unstable Engineering Surge table.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wgwQXhnekGSa9kt3","name":"Bonus Proficiencies (Operative: Lethality)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wm5BdvpgkfRziN7Q","name":"Bonus Proficiencies (Guardian: Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wq4b1B3UvPmIOs9G","name":"Extra Attack (Pugnacity)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Pugnacity Practice: 9th level

        \n

        When you take the Attack action on your turn, you can choose to attack twice, instead of once.

        \n

        Additionally, you can deal Sneak Attack damage any number of times on your turn. Each time you deal Sneak Attack damage, you can choose how many Sneak Attack dice you apply.

        \n

        You can't apply more than your total Sneak Attack dice each turn.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Pugnacity 9","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} +{"_id":"ws4yTZAFTaHvuYht","name":"System Override","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the diminish tech and tech override powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

        \n

        You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"x1TSm5F0CtGuX7u4","name":"Supreme Awareness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Scout: 18th level

        \n

        You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

        \n

        You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Scout 18","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCT-Passive.webp","effects":[]} +{"_id":"x41qlxJPclXaeCkH","name":"Humanoid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"
        \n

        HUMANOID COMPANION

        \n

        Your humanoid takes a form and size of your choosing. Your humanoid's size determines its features.

        \n

        Once you've chosen the size of your humanoid, you assign your humanoid's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

        \n
        \n
        \n

        HUMANOID FEATURES

        \n

        All humanoids share the following features.

        \n
        \n

        PROFICIENCIES AND FEATURES

        \n
        \n
          \n
        • Languages: Humanoids can speak, read, and write Galactic Basic and one language of your choice. If your humanoid takes the form of a species that can't speak Galactic Basic, you choose whether or not your humanoid can speak it.
        • \n
        • Type: Humanoid
        • \n
        • Armor Class: Your humanoid's armor class equals 10 + its Dexterity modifier.
        • \n
        • Attitude: The humanoid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your humanoid acts on its own.
        • \n
        \n
        \n
        \n
        \n

        TINY HUMANOIDS

        \n

        Tiny humanoids are comprised of diminutive species such as anzellan or patitites.

        \n

        As a tiny humanoid, your humanoid companion has the following features.

        \n
        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d4 per humanoid level
        • \n
        • Hit Points at 1st Level: 4 + your humanoid's Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d4 (or 3) + your humanoid's Constitution modifier per humanoid level after 1st
        • \n
        \n
        \n
        \n

        PROFICIENCIES AND FEATURES

        \n
        \n
          \n
        • Tools: One of your choice.
        • \n
        • Size: Tiny
        • \n
        • Speed: 20 ft.
        • \n
        • Pintsized: Your humanoid's tiny stature makes it hard for it to wield bigger weapons. Your humanoid can't use medium or heavy shields. Additionally, it can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.
        • \n
        • Puny: Your humanoid is too small to pack much of a punch. It has disadvantage on Strength saving throws, and when determining its bonus to attack and damage rolls for weapon attacks using Strength, it can't add more than +3.
        • \n
        • Small and Nimble: Your humanoid is too small and fast to effectively target. It has a +1 bonus to AC, and it has advantage on Dexterity saving throws.
        • \n
        \n
         
        \n
        \n
         
        \n
        \n

        SMALL HUMANOIDS

        \n

        Small humanoids are comprised of shorter species such as ewoks or jawas.

        \n

        As a small humanoid, your humanoid companion has the following features.

        \n
        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d6 per humanoid level
        • \n
        • Hit Points at 1st Level: 6 + your humanoid's Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d6 (or 4) + your humanoid's Constitution modifier per humanoid level after 1st
        • \n
        \n
        \n
        \n

        PROFICIENCIES AND FEATURES

        \n
        \n
          \n
        • Skills: One of your choice
        • \n
        • Tools: One specialist's kit of your choice
        • \n
        • Size: Small
        • \n
        • Speed: 25 ft.
        • \n
        • Undersized: Your humanoid's small stature makes it hard for it to wield bigger weapons. Your humanoid can't use heavy shields. Additionally, it can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
        • \n
        \n
        \n
        \n
        \n

        MEDIUM HUMANOIDS

        \n

        Medium humanoids are the most common seen in the galaxy.

        \n

        As a medium humanoid, your humanoid companion has the following features.

        \n
        \n

        HIT POINTS

        \n
        \n
          \n
        • Hit Dice: 1d8 per humanoid level
        • \n
        • Hit Points at 1st Level: 8 + your humanoid's Constitution modifier
        • \n
        • Hit Points at Higher Levels: 1d8 (or 5) + your humanoid's Constitution modifier per humanoid level after 1st
        • \n
        \n
        \n
        \n

        PROFICIENCIES AND FEATURES

        \n
        \n
          \n
        • Size: Medium
        • \n
        • Speed: 30 ft.
        • \n
        • Armored: Your humanoid has proficiency in light armor. If it would already have proficiency in light armor, it instead has proficiency in medium armor. If it would already have proficiency in light and medium armor, it instead has proficiency in heavy armor. If it would already have proficiency in all armor, it instead has proficiency in a skill or tool of your choice.
        • \n
        \n
        \n
        \n
        \n

        HUMANOID TRAITS

        \n

        The traits are presented in alphabetical order. If a trait has prerequisites, your companion must meet them to adopt it. Your companion can adopt a trait at the same time that it meets the trait's prerequisites. Whenever your companion gains a level, it can exchange one trait for another one.

        \n

        \n
        \n
        \n
        \n
        \n
        \n
        \n
        \n
        \n

        ADAPTIVE RESILIENCE

        \n

        Your humanoid has advantage on Strength and Constitution saving throws against tech powers.

        \n
        \n
        \n
        \n
        \n

        AGGRESSIVE

        \n

        As a bonus action, your humanoid can move up to its speed toward an enemy of its choice that it can see or hear. Your humanoid must end this move closer to the enemy than it started.

        \n
        \n
        \n

        ALERT

        \n

        Always on the lookout for danger, your humanoid gains the following benefits:

        \n
          \n
        • Your humanoid gains a +5 bonus to initiative.
        • \n
        • You and your humanoid can't be surprised while your humanoid is conscious.
        • \n
        \n
        \n
        \n

        ATHLETE

        \n

        Your humanoid has undergone extensive physical training to gain the following benefits:

        \n
          \n
        • When your humanoid is prone, standing up uses only 5 feet of its movement.
        • \n
        • Climbing doesn't halve your humanoid's speed.
        • \n
        • Your humanoid can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
        • \n
        \n
        \n
        \n

        AMPHIBIOUS

        \n

        Your humanoid can breathe air and water.

        \n
        \n
        \n

        CANNIBALIZE

        \n

        If your humanoid spends at least 1 minute devouring the corpse of a beast or humanoid, it gains temporary hit points equal to its Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

        \n
        \n
        \n

        CLOSED MIND

        \n

        Your humanoid has advantage on Wisdom and Charisma saving throws against force powers.

        \n
        \n
        \n

        DARKVISION

        \n

        Your humanoid has a keen eyesight, especially in the dark. It can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.

        \n
        \n
        \n

        DEFENSIVE BALL

        \n

        Your humanoid is able to curl into a rolling ball for extra protection. When it takes the Dash action while it isn't wielding a shield, it gains a bonus to AC equal to have its proficiency bonus (rounded up) until the start of its next turn.

        \n
        \n
        \n

        DEFIANT

        \n

        When your humanoid or a creature it can see that can see and understand it makes an ability check, attack roll, or saving throw, your humanoid can roll a d4 and add it to their roll (no action required). It can use this before or after the roll, but before the GM determines the roll's outcome. Once your humanoid has used this feature, it must complete a short or long rest before it can use it again.

        \n
        \n
        DUNGEON DELVER
        \n
        \n
        \n

        Alert to the hidden traps and secret doors found in many dungeons, your humanoid gains the following benefits:

        \n
          \n
        • Your humanoid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
        • \n
        • Your humanoid has advantage on saving throws made to avoid or resist traps.
        • \n
        • Your humanoid has resistance to the damage dealt by traps.
        • \n
        • Your humanoid can search for traps while traveling at a normal pace, instead of only at a slow pace.
        • \n
        \n
        \n
        \n

        DURABLE

        \n

        Hardy and resilient, your humanoid gains the following benefits:

        \n
          \n
        • When your humanoid rolls a Hit Die to regain hit points, the minimum number of hit points your humanoid can regain from the roll equals twice your humanoid's Constitution modifier (minimum of 2).
        • \n
        • Your humanoid's hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your humanoid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
        • \n
        \n
        \n
        \n

        ENTHRALLING PHEROMONES

        \n

        Your humanoid can use its pheromones to influence individuals of both sexes. Whenever your humanoid rolls a 1 on a Charisma (Persuasion) check, it can reroll the die and must use the new roll. Additionally, once per short or long rest, your humanoid can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

        \n
        \n
        \n

        FIGHTING STYLE

        \n

        Your humanoid adopts a particular style of fighting as its specialty. Choose one of the Fighting Style options, detailed in chapter 6 of the Player's Handbook. Your humanoid can't take a Fighting Style option more than once, even if it later gets to choose again.

        \n
        \n
        \n

        FLIGHT

        \n

        Prerequisite 9th level
        Your humanoid has a flying speed equal to its walking speed. While wearing medium or heavy armor, its flying speed is reduced by half.

        \n
        \n
        \n

        FORCE ADEPT

        \n

        Prerequisite: Force Sensitive
        Your humanoid knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment).

        \n
        \n
        \n

        FORCE CONTENTION

        \n

        Your humanoid has advantage on Strength and Constitution saving throws against force powers.

        \n
        \n
        FORCE-SENSITIVE
        \n
        \n
        \n
        \n
        \n
        \n
        \n

        Your humanoid one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.

        \n
        \n
        \n

        FOUR-ARMED

        \n

        Your humanoid has four arms which it can use independently of one another. It can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

        \n
        \n
        \n

        GROVEL, COWER, AND BEG

        \n

        Prerequisite: 5th level
        As an action on its turn, your humanoid can cower pathetically to distract nearby foes. Until the end of its next turn, your humanoid's allies gain advantage on attack rolls against enemies within 10 feet of it that can see it.

        \n

        Once your companion has used this trait, it can't use it again until it finishes a short or long rest.

        \n
        \n
        \n

        HARDY CLEVERNESS

        \n

        Your humanoid has advantage on Wisdom and Charisma saving throws against tech powers.

        \n
        \n
        \n

        HEAVILY ARMORED

        \n

        Prerequisite: Proficiency with medium armor
        Your humanoid gains proficiency in heavy armor. If your humanoid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

        \n
        \n
        \n

        HIDDEN STEP

        \n

        As a bonus action, your humanoid can turn invisible until the start of its next turn or until it attacks, makes a damage roll, or forces someone to make a saving throw.

        \n

        Once your humanoid has used this trait, it can't use it again until you finish a short or long rest.

        \n
        \n
        \n

        HIDE

        \n

        Your humanoid has a thick hide. When it isn't wearing armor, its AC is 13 + its Dexterity modifier.

        \n
        \n
        \n

        KEEN HEARING

        \n

        Your humanoid has advantage on Wisdom (Perception) checks that rely on hearing.

        \n
        \n
        \n

        KEEN SIGHT

        \n

        Your humanoid has advantage on Wisdom (Perception) checks that rely on sight.

        \n
        \n
        \n

        KEEN SMELL

        \n

        Your humanoid has advantage on Wisdom (Perception) checks that rely on smell.

        \n
        \n
        \n

        LIGHTLY ARMORED

        \n

        Your humanoid gains proficiency in light armor. If your humanoid is already proficient in light armor, instead your humanoid's speed increases by 5 feet while light armor is integrated.

        \n
        \n
        LINGUIST
        \n
        \n
        \n

        Your humanoid has studied languages and codes, gaining the following benefits:

        \n
          \n
        • Your humanoid learns three languages of its choice.
        • \n
        • Your humanoid can can ably create written ciphers. Others can't decipher a code it creates unless it teaches them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.
        • \n
        \n
        \n
        \n

        MOBILE

        \n

        Your humanoid's speed increases by 10 feet.

        \n
        \n
        \n

        MODERATELY ARMORED

        \n

        Prerequisite: Proficiency with light armor
        Your humanoid gains proficiency in medium armor. If your humanoid is already proficient in medium armor, the maximum Dexterity bonus your humanoid can add to AC increases to 3 from 2 while medium armor is integrated.

        \n
        \n
        \n

        NATURALLY STEALTHY

        \n

        Your humanoid can attempt to hide even when it is obscured only by a creature that is its size or larger than it.

        \n
        \n
        \n

        NIMBLE AGILITY

        \n

        Your humanoid reflexes and agility allow it to move with a burst of speed. When your humanoid moves on its turn in combat, it can double its speed until the end of the turn. Once your humanoid has used this trait, it can't use it again until it moves 0 feet on one of its turns.

        \n
        \n
        \n

        NIMBLE REFLEXES

        \n

        Your humanoid has advantage on Dexterity and Intelligence saving throws against force powers.

        \n
        \n
        \n

        NIMBLENESS

        \n

        Your humanoid can move through the space of any creature that is of a size larger than it.

        \n
        \n
        \n

        OBSERVANT

        \n

        Prerequisite: Alert
        Quick to notice details of its environment, your humanoid gains the following benefits:

        \n
          \n
        • If your humanoid can see a creature's mouth while it is speaking a language it understands, your humanoid can interpret what it's saying by reading its lips.
        • \n
        • Your humanoid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
        • \n
        \n
        \n
        \n

        POWERFUL BUILD

        \n

        Your humanoid's carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

        \n
        \n
        \n

        PROFICIENT

        \n

        Your humanoid gains proficiency in one skill or tool of its choice.

        \n
        \n
        RAPID REGENERATION
        \n
        \n
        \n
        \n
        \n
        \n
        \n

        Prerequisite: 5th level
        Your humanoid can control and focus its healing. As a bonus action, it can choose to spend one of its Hit Dice to recover hit points.

        \n
        \n
        \n

        REGENERATIVE

        \n

        Prerequisite: 5th level
        When your humanoid takes damage, it can use its reaction and expend a Hit Die to regain hit points as long as the damage would not reduce its hit points to 0.

        \n
        \n
        \n

        SECOND HEART

        \n

        Prerequisite: 5th level
        When your humanoid is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can't use this feature again until it finishes a long rest.

        \n
        \n
        \n

        STRONG-LEGGED

        \n

        When your humanoid makes a long jump, it can cover a number of feet up to twice its Strength score. When it makes a high jump, it can leap a number of feet up into the air equal to 3 + twice its Strength modifier.

        \n
        \n
        \n

        TECH RESISTANCE

        \n

        Your humanoid has advantage on Dexterity and Intelligence saving throws against tech powers.

        \n
        \n
        \n

        UNARMED COMBATANT

        \n

        Your humanoid's unarmed strikes deal 1d4 kinetic damage. It can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. It must use the same modifier for both rolls.

        \n
        \n
        \n

        SAVAGE ATTACKS

        \n

        When your humanoid scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

        \n
        \n
        \n

        SAVAGE SHORTY

        \n

        Prerequisite: Strength 13, size Small
        Despite being short of stature, your humanoid's size has no impact on its strength and virility. Your humanoid gains the following benefits:

        \n
          \n
        • Your humanoid's speed increases by 5 feet
        • \n
        • Your humanoid loses the Undersized trait.
        • \n
        \n
        \n
        \n

        TECH ADEPT

        \n

        Prerequisite: Tech Dabbler
        Your humanoid learns one 2nd-level tech power of your choice, and once per long rest it can cast it at 2nd-level without expending tech points. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for this power.

        \n
        \n
        \n
        \n
        \n

        TECH DABBLER

        \n

        Your humanoid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for these powers. At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.

        \n
        \n
        \n
        \n
        \n

        TINY TERROR

        \n

        Prerequisite: Strength 13, size Tiny
        Despite falling below knee height of other species, your humanoid's size has less impact on its strength and virility. Your humanoid gains the following benefits:

        \n
          \n
        • Your humanoid's speed increases by 5 feet
        • \n
        • Your humanoid loses the Pintsized trait, and it is no longer limited to +3 when determining its bonus to attack and damage rolls for weapon attacks using Strength due to the Puny trait.
        • \n
        • Your humanoid gains the Undersized trait: Undersized.Your humanoid's small stature makes it hard for it to wield bigger weapons. It can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
        • \n
        \n
        \n
        \n

        TOUGH

        \n

        Prerequisite: Durable
        Your humanoid has the blood of heroes flowing through its veins. Your humanoid gain the following benefits:

        \n
          \n
        • Whenever your humanoid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
        • \n
        \n
        \n
        \n

        TRANCE

        \n

        Your humanoid only needs 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your humanoid's long rest would be interrupted, it only needs to complete the long rest instead of restarting it to gain its benefits.

        \n
        \n
        \n
        \n
        \n

        WEAPON EXPERT

        \n

        Your humanoid gains proficiency with all blasters, lightweapons, and vibroweapons. If your humanoid is already proficient with all blasters, lightweapons or vibroweapons, instead once per turn when it rolls damage for a weapon attack using a weapon from a category in which it is proficient with all weapons, it can reroll the weapon's damage dice and use either total.

        \n
        \n
        \n
        \n
        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Sentinel: 2nd, 6th, 9th, 11th, and 17th level

        \n

        You adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level.

        \n

        You can manifest your ideals a combined total of twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

        \n
        \n

        SENTINEL IDEALS

        \n

        The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

        \n
        \n
        \n

        IDEAL OF THE AGILE

        \n

        You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

        \n
        \n

        IDEAL OF THE ARTISAN

        \n

        Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

        \n
        \n

        IDEAL OF THE CONTENDER

        \n

        You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

        \n
        \n

        IDEAL OF THE FIGHTER

        \n

        You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

        \n
        \n

        IDEAL OF THE HUNTER

        \n

        You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

        \n
        \n

        IDEAL OF THE STEADFAST

        \n

        When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

        \n
        \n

        IDEAL OF THE TITAN

        \n

        You gain proficiency in medium armor.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

        \n
        \n

        IDEAL OF THE TRANQUIL

        \n

        When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

        \n
        \n

        IDEAL OF THE VIGOROUS

        \n

        When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Passive.webp","effects":[]} -{"name":"Ideal of the Steadfast","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"Sm735wmrsKZ7HQPB","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Steadfast Manifestation","tint":"","transfer":false}],"_id":"tFeYRpK4UKKtYJjK"} -{"name":"Ideal of the Titan","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in medium armor.

        \n

        Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","effects":[{"_id":"dR4ipB2mMlCk1jHy","flags":{"dae":{"stackable":false,"transfer":true},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Titan","tint":"","transfer":true},{"_id":"mvSs3VXA4rSkpT8b","flags":{"dae":{"stackable":false,"transfer":false},"ActiveAuras":{"isAura":false,"ignoreSelf":false,"hidden":false,"height":false,"alignment":"","type":"","aura":"None","radius":null,"save":"","savedc":null,"hostile":false,"onlyOnce":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Bonus.webp","label":"Ideal of the Titan Manifestation","tint":"","transfer":false}],"_id":"QL4kNoKCHClr5jFP"} -{"name":"Ideal of the Tranquil","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(ceil(max(@abilities.cha.mod,@abilities.wis.mod)/2))","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[],"_id":"lc6R3mdiQR6D5lTt"} -{"name":"Ideal of the Vigorous","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

        \n

        Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

        \n
        \n

        In the Details tab, set Resource Consumption to [Item Uses] [Sentinel Ideals] [1].

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["(@classes.sentinel.levels/2) + (max(@abilities.cha.mod,@abilities.wis.mod))","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-Action.webp","effects":[],"_id":"iw9lOFbokDE7ktSn"} +{"_id":"xLWuR3Z2WROW7Ggm","name":"Placed Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.

        \n

        Some of your placed shots require your target to make a saving throw to resist the placed shot’s effects. The saving throw DC is calculated as follows:

        \n
        \n

        Placed Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

        \n
        \n
        \n

        DISARMING SHOT

        \n

        You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. The object lands at its feet.

        \n
        \n

        PENETRATING SHOT

        \n

        You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.

        \n

        The damage is of the same type dealt by the original attack.

        \n
        \n

        SUPPRESSIVE SHOT

        \n

        You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xLmHLKF5gZn3nX0n","name":"Living Current","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 13th level, you’ve learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat die + half the amount of damage taken (rounded down).

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xMszYyTbAZkoKBY1","name":"Vow of The Mortal","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"xWOwi6l4lIQ33Qi0","name":"Fighting Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Fighter: 3rd level
        You’ve mastered a particular style of fighting. Choose one of the Fighting Mastery options, detailed in Chapter 6.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"_id":"xdWQ4OuCVA0ZPS3U","name":"Discoveries (Explorer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you select this pursuit, you gain access to new discoveries which reflect your studies in maps and hidden routes. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

        \n
        \n
        \n

        COVER ADEPT

        \n

        Prerequisite: 12th level
        You treat one-quarter cover as half cover, half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

        \n
        \n

        DUNGEON EXPLORER

        \n

        You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

        \n

        In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

        \n
        \n

        GALACTIC EXPLORER

        \n

        Prerequisite: 9th level
        When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

        \n
        \n

        GRAPPLING HUNTER

        \n

        Prerequisite: 5th level
        Attack rolls that you make against creatures that you are grappling have advantage.

        \n
        \n

        HIGH GROUND

        \n

        Prerequisite: 5th level
        Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

        \n
        \n

        NO STONE LEFT UNTURNED

        \n

        When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

        \n
        \n

        VERSATILE EXPLORER

        \n

        You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xkGpjUxmL8wQYEW9","name":"Master Duelist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xq3FuL9roeEDhh6b","name":"All-Out Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Once you’ve reached 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.

        \n

        Once you use this feature, you cannot use it again until you finish a short or long rest.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xsN7QCSQmiloh5oF","name":"Unerring Accuracy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xyLkSZxNcvNJ2Wxm","name":"Back Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn’t have advantage on the save.

        \n

        When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"xzRNHB2M2HdOZzr7","name":"Fuel the Rampage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, while you are both raging and experiencing the high of a substance, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"y4La6YmQxB9QOoQQ","name":"Unarmored Defense (Fighter: Blademaster)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"y6H4SiGEZcbILwzs","name":"Evasive Footwork (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"aXAuv80xH4fyilcx","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Evasive Footwork","tint":"","transfer":false}]} +{"_id":"y6sNfiGJFAddwfcb","name":"Mutagenic Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yDmXVFAILTKe2ET5","name":"Psychometric Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 9th level, your strength in the Force and your ability to read the objects around you intensifies. You can use your Critical Analysis to analyze an object of Huge size or smaller that you can see within range. When you do so, you learn whether or not the object is enhanced, cursed, and how old it is.

        \n

        Additionally, you can end your Critical Analysis on the object (no action required) to ask it a single question and receive an answer, usually in the form of an auditory or visual hallucination. For example, touching the rusted, broken remains of a lightsaber and asking how it got there may result in a brief vision of a disgruntled Jedi Knight casting it to the ground on that spot. An object \"questioned\" in this way can only provide information relating to its past. The GM has the final say on what objects can be questioned, and to what extent.

        \n

        You can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you complete a long rest.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":4,"max":4,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yGC9VzT840qQWxca","name":"Rancor's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

        Prerequisite: 13th level
        While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"charged":false,"value":null}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"name":"Turbulent Presence","permission":{"default":0,"sJbOwuXHycdB3CY1":3},"type":"classfeature","data":{"description":{"value":"

        Once per long rest, you can cast the improved battle meditation force power at its base level without expending force points. While concentrating on improved battle meditation, at the start of each of your turns, the power’s die increases by one step (from d6 to d8, d8 to d10, or d10 to d12).

        \n

        Additionally, once per round, when a creature rolls a bonus or penalty die from an effect you control, you can have them roll the die with advantage or disadvantage (your choice).

        ","chat":"","unidentified":""},"requirements":"Path of Meditation: 13","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SNTL-ARCH-Passive.webp","effects":[],"_id":"yIkByuOCv7p9OrqG"} +{"_id":"yMSvK9SmLoLI29p2","name":"Spirit Blade Assault","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 17th level, as an action, you conjure a blade of spirit energy and strike one creature within 5 feet of you with it, expending 1 to 10 focus points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per focus point spent, or half as much on a successful one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yNfequtADMj8vfP8","name":"Cause Harm","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.guardian.levels+@mod","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Action.webp","effects":[]} +{"_id":"yQ3P80xIfnf999Hg","name":"Dance of Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.

        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yRBX77FduzyjhnaX","name":"Force-Empowered Kinesis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, your connection to the Force allows you to briefly become incorporeal. When you use a Force-Empowered Self option, until the end of your turn, you can move through other creatures and objects as if they are difficult terrain. If you end this movement inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This damage can’t be reduced or negated in any way.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yTnJWJlddkvLIiOG","name":"Quick Escape","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting at 11th level, whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yYfFFOgfllndNqWr","name":"Techcasting (Berserker: Industrial)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this approach at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

        \n

        TECH POWERS KNOWN

        \n

        You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

        \n

        TECH POINTS

        \n

        You have a number of tech points equal to half of your berserker level (rounded up), as shown in the Tech Points column of the Industrial Approach Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

        \n

        MAX POWER LEVEL

        \n

        Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Industrial Approach Techcasting table.

        \n

        You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

        \n

        TECHCASTING ABILITY

        \n

        Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

        \n
        \n

        Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

        \n
        \n

        Tech attack modifier = your proficiency bonus + your Intelligence modifier

        \n
        \n

        TECHCASTING FOCUS

        \n

        You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

        \n
        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelTech Powers KnownTech PointsMax Power Level
        3rd321st
        4th421st
        5th531st
        6th631st
        7th742nd
        8th842nd
        9th952nd
        10th1052nd
        11th1162nd
        12th1262nd
        13th1373rd
        14th1473rd
        15th1583rd
        16th1683rd
        17th1794th
        18th1894th
        19th19104th
        20th20104th
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yZcoaSioqe8qda2D","name":"Electric Attunement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yahaPxpXfPalRqxt","name":"Projected Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, as a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.

        \n

        ENVIRONMENTAL BARRIER

        \n

        You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

        \n

        PHYSICAL BARRIER

        \n

        You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"yyGo3f49AlXermtP","name":"Diamond Soul","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 14th level

        \n

        Your mastery of focus grants you proficiency in all saving throws, and when you fail a saving throw, you can spend 1 focus point to reroll it, taking the new roll.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 14","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Hhq04duDd9JKWOCM","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.cha.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.con.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.int.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":5,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Diamond Soul","tint":"","transfer":true}]} +{"_id":"z5s3mctvvQbG2Yh4","name":"Vengeance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        By 15th level, you gain one of the following features.

        \n

        Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.

        \n
        \n

        DEVASTATING CRITICAL

        \n

        When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon’s damage roll equal to your guardian level.

        \n
        \n

        THEIR POWER, MY STRENGTH

        \n

        When you are dealt damage by a force power, you can reduce that damage by an amount equal to your guardian level (no action required).

        \n

        You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zEnd8MGQwyOOZ0dI","name":"Maximum Output","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, the first time you deal damage with the weapon before the start of your next turn, you deal additional damage of the same type as the weapon’s damage. If this instance would deal damage to multiple creatures, you can only apply this additional damage to one of them. For each attack you forgo, you deal additional damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 7","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zJffmk1ndwbjk0GH","name":"Additional Maneuvers (Scholar: Tactician)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Lastly at 3rd level, you gain access to new maneuvers which reflect your mastery in the field of combat. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

        \n
        \n
        \n

        BOLSTER

        \n

        On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence modifier.

        \n
        \n

        COMMANDER’S STRIKE

        \n

        When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature within 60 feet who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.

        \n
        \n

        DISARMING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

        \n
        \n

        DISTRACTING STRIKE

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

        \n
        \n

        MANEUVERING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

        \n

        That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

        \n
        \n

        PUSHING ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

        \n
        \n

        RIPOSTE

        \n

        When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

        \n
        \n

        SCHOLAR’S PARRY

        \n

        When a creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Intelligence modifier.

        \n
        \n

        TARGETED ATTACK

        \n

        When you make a weapon attack roll, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

        \n
        \n

        TRIP ATTACK

        \n

        When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

        \n
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zNvb5e1XZ8ItSe75","name":"Bonus Proficiencies (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        You gain proficiency in heavy armor.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zRddQYFsypuRfneH","name":"Elemental Attunement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: Kro Var Order: 3rd, 11th, and 17th level

        \n

        You gain the ability to bend the elements to your will. As an action, you can manipulate these forces to create one of the following effects of your choice at a space within 10 feet of you:

        \n
          \n
        • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
        • \n
        • Instantaneously light or snuff out a candle, a torch, or a small campfire.
        • \n
        • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
        • \n
        • Cause earth, fire, water, or mist that can fit within a 1 foot cube to shape itself into a crude form you designate for 1 minute.
        • \n
        \n

        This range increases to 30 feet at 11th level and 60 feet at 17th level.

        \n

        Additionally, as a bonus action on your turn, you can spend 1 focus point to conjure a weapon made of one of the four elements—air, earth, fire, or water—which lasts for 1 minute. Your weapon takes an appearance of your choice, it can only be used by you, and you can't be disarmed of it while you are conscious. You are proficient in this weapon, which counts as a monk weapon for you and uses your Martial Arts die for its damage rolls. You can only have one of these weapons at a time, and if you summon a new one the old one immediately disappears.

        \n
        \n
        \n

        Air

        \n

        Your whistling weapon has the thrown property with a range of 20/60 and deals sonic damage on a hit. Additionally, when you hit a creature with the weapon, it is deafened until the end of its next turn.

        \n
        \n

        Earth

        \n

        Your earthen weapon takes the form of stone and deals kinetic damage on a hit. Additionally, when you hit a creature with it, you can force the target to make a Strength saving throw. On a failed save, the target is pushed back 5 feet. Lastly, while active, you can use Strength instead of Dexterity when determining your AC, as long as it doesn't already include that modifier.

        \n
        \n

        Fire

        \n

        Your flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, deals fire damage, and when you hit a creature with it, the creature takes additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one).

        \n
        \n

        Water

        \n

        Your watery weapon has the reach property, deals cold damage on a hit, and you can use your Wisdom or Charisma modifier (your choice) instead of Dexterity or Strength for its attack and damage rolls. You must use the same modifier for both rolls. Additionally, when you would make a melee weapon attack, you can instead use your weapon to wet a 5-foot square within your weapon's reach. The affected area is difficult terrain. Each creature who starts its turn in the square or enters it for the first time must make a Dexterity saving throw, falling prone on a failed save.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zU1hee9wvzwxhE2m","name":"Aura of Protection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

        \n

        The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"zYYxytoaE8BMNUlg","name":"Universal Language (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

        You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} +{"_id":"zZz07JN0gA6nsAPa","name":"Focused Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Also at 3rd level, you hone your rage to a razor sharp focus. While raging, when you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zb4QnZTseq74tpHT","name":"Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the saber ward force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, when you cast it, you can spend 2 force points to extend the benefits to creatures of your choice within 5 feet of you while the power is active. The creatures immediately lose this benefit if they move more than 5 feet away from you.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zbCDtd1DzA3bhJwV","name":"Nature's Vigor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, you’ve learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

        \n
          \n
        • You ignore difficult terrain caused by nature.
        • \n
        • You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
        • \n
        • You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM’s discretion (no action required).
        • \n
        \n

        Once you’ve used this feature, you must complete a short or long rest before you can use it again.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zdQodeYfWZauJ3Mv","name":"Totem Creation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        When you choose this specialty at 3rd level, you’ve learned to create powerful talismans infused with the Force. Your totems can take the form of sigils painted directly onto your equipment, or adornments attached to it, as you see fit. Regardless of the form they take, only you can benefit from them. You learn two totems of your choice, which are detailed under “Totems” below. When you complete a long rest, you can replace one totem you know with a different one.

        \n

        When you finish a long rest, you can touch a number of weapons, armor, or shields equal to the number of totems you know, affixing a different totem to each object. Your totem remains affixed until you finish a long rest, and an object can only bear one totem at a time. You must be wielding or wearing the object to benefit from a totem affixed to it.

        \n

        Each totem can be invoked to grant an effect. Once you’ve invoked a totem in this way, you can’t do so again until you complete a short or long rest.

        \n

        TOTEM OPTIONS

        \n

        The totems are listed in alphabetical order. If a totem requires a saving throw, the DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

        \n
        \n
        \n

        TOTEM OF THE ACKLAY

        \n

        This totem evokes the ferocity of an acklay, granting you advantage on Intelligence (Nature) checks and Charisma (Intimidation) checks.

        \n

        Additionally, you can invoke the totem as a bonus action. For 10 minutes, your carrying capacity and the weight you can push, drag, or lift doubles, and your Strength score increases by 2. This increase can cause your score to exceed 20.

        \n
        \n

        TOTEM OF THE HAWK

        \n

        This totem is inspired by the visage of a hawk, granting you advantage on Intelligence (Investigation) checks, and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

        \n

        Additionally, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the totem and force the creature to make a Constitution saving throw by emitting a powerful sound. Unless the save succeeds, the creature is dazed, suffering from the Charmed condition. While charmed in this way, the creature has a speed of 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the totem, you can’t do so again until you finish a short or long rest. A deaf creature automatically succeeds on its saving throw.

        \n
        \n

        TOTEM OF THE LOTH-WOLF

        \n

        This totem emulates the near etherealness of a loth-wolf, granting you advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

        \n

        Additionally, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the totem and cause that attack to target a different creature within 30 feet of you (other than the attacker) that you can see, using the same roll. This ability can transfer the attack regardless of the attack’s range.

        \n
        \n

        TOTEM OF THE RANCOR

        \n

        This totem bestows a resilience reminiscent of a mighty rancor, granting you advantage on saving throws against being poisoned and resistance to poison damage.

        \n

        Additionally, you can invoke the totem as a bonus action, gaining resistance to energy and kinetic damage for 1 minute.

        \n
        \n

        TOTEM OF THE SARLACC

        \n

        This totem channels the experience of an ancient sarlacc, granting you expertise in any tool in which you are proficient.

        \n

        Additionally, when you hit a creature with a weapon attack, you can invoke the totem to summon the tentacles of the creature: The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the tentacles, the target takes 2d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, tearing free on a success.

        \n
        \n

        TOTEM OF THE VORNSKR

        \n

        With this totem you are able to access the Force-enhanced senses of the vornskr, granting you advantage on Wisdom (Survival) checks, and you can’t be surprised as long as you are not incapacitated.

        \n

        Additionally, you can invoke the totem as a bonus action to enter a state of hyper awareness for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

        \n
        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ze0ZnVMlv6x0IpS4","name":"Life Eternal","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Beginning at 10th level, you can use your powerful connection to the Force to keep fighting when others would fall. When you are reduced to 0 hit points but not killed outright, you can spend 5 force points to drop to 1 hit point instead.

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zvvBD6LZuu9tdrUV","name":"Phasethrow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Starting when you choose this calling at 3rd level, you learn the saber throw force power, which does not count against your total powers known. Additionally, you no longer have disadvantage on the attack roll with it if you are within 5 feet of a hostile creature, and you can use all three Force-Empowered Self options when you cast it as your action and hit a target. Finally, when you hit a creature within with the saber throw force power, you deal additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1) if it doesn't already include that modifier.

        \n

         

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"charged":false,"value":null}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zxw8tBx6Z30RKyLr","name":"Rampage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 6th level, while raging, when you deal damage with a blaster with which you are proficient, and you added your Strength modifier to the damage roll, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"zzbwoqUNCb6U0lRK","name":"Unarmored Movement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        Monk: 3rd and 9th level

        \n

        Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

        \n

        At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

        \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
        LevelUnarmored Movement
        1st-
        2nd-
        3rd+10 ft.
        4th+10 ft.
        5th+15 ft.
        6th+15 ft.
        7th+15 ft.
        8th+15 ft.
        9th+20 ft.
        10th+20 ft.
        11th+20 ft.
        12th+20 ft.
        13th+25 ft.
        14th+25 ft.
        15th+25 ft.
        16th+25 ft.
        17th+30 ft.
        18th+30 ft.
        19th+30 ft.
        20th+30 ft.
        ","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 3","recharge":{"charged":false,"value":null}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vumU4CBYhXcV5ZZH","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.movement.walk","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Movement","tint":"","transfer":true}]} +{"_id":"zztRtikqjZ4bFjV0","name":"Invasive Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

        At 7th level, your spirit can invade another creature’s being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

        \n

        On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

        \n

        Once you’ve used this feature, you must complete a long rest before you can use it again.

        \n

         

        ","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} From 6ecf1e7b961bbe175bd0f13205fcfcee4431bf46 Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Sat, 1 May 2021 23:43:24 -0400 Subject: [PATCH 31/83] Split Hull and Shield Made new properties instead of using the Character values since there is already logic built into them that is fighting what we want to do. Also added Power dice structure --- template.json | 53 +++++++++++++++++++------ templates/actors/newActor/starship.html | 18 ++++----- 2 files changed, 50 insertions(+), 21 deletions(-) diff --git a/template.json b/template.json index 5dd69951..04b56318 100644 --- a/template.json +++ b/template.json @@ -419,25 +419,54 @@ "dr": 0, "engpow": 1, "exhaustion": 0, - "hd": "", - "hp": { - "value": 10, - "max": 10, - "formula": "", - "temp": 0, - "tempmax": 0 + "hulldie": "", + "hulldice": 0, + "hull": { + "value": 0, + "max": 0, + "formula": "" + }, + "shlddie": "", + "shlddice": 0, + "shld": { + "value": 0, + "max": 0, + "formula": "" }, "hsm": 1, "mods": { "open": 10, "max": 10 }, - "pd": "", - "sd": "", - "shieldpow": 1, - "sp": { - "formula": "" + "pwrdice": { + "pwrdie": "", + "recovery": 1, + "central": { + "value": 0, + "max": 0 + }, + "comms": { + "value": 0, + "max": 0 + }, + "engines": { + "value": 0, + "max": 0 + }, + "shields": { + "value": 0, + "max": 0 + }, + "sensors": { + "value": 0, + "max": 0 + }, + "weapons": { + "value": 0, + "max": 0 + } }, + "shieldpow": 1, "sscap": 0, "suites": { "open": 0, diff --git a/templates/actors/newActor/starship.html b/templates/actors/newActor/starship.html index 88169e89..3e760a7c 100644 --- a/templates/actors/newActor/starship.html +++ b/templates/actors/newActor/starship.html @@ -37,19 +37,19 @@ - {{!-- HIT POINTS --}} + {{!-- HULL POINTS --}}

        {{ localize "SW5E.HullPoints" }}

        - / -
        - +
        @@ -57,15 +57,15 @@

        {{ localize "SW5E.ShieldPoints" }}

        - / -
        - +
        From d0eae6424147ac3af940976b9770b675bdbfc1d4 Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Sun, 2 May 2021 00:53:46 -0400 Subject: [PATCH 32/83] Created Starship size as "class" This will be used to automatically upgrade Tier and Dice. Need to build in logic still --- module/templates.js | 4 +- sw5e.js | 2 +- template.json | 19 ++++++ templates/items/starship.html | 122 ++++++++++++++++++++++++++++++++++ 4 files changed, 144 insertions(+), 3 deletions(-) create mode 100644 templates/items/starship.html diff --git a/module/templates.js b/module/templates.js index bd98cf47..a27bdf71 100644 --- a/module/templates.js +++ b/module/templates.js @@ -14,12 +14,12 @@ export const preloadHandlebarsTemplates = async function() { "systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html", "systems/sw5e/templates/actors/oldActor/parts/actor-features.html", "systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html", - "systems/sw5e/templates/actors/oldActor/parts/actor-notes.html", + "systems/sw5e/templates/actors/oldActor/parts/actor-notes.html", "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html", "systems/sw5e/templates/actors/newActor/parts/swalt-core.html", "systems/sw5e/templates/actors/newActor/parts/swalt-crew.html", - "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html", + "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html", "systems/sw5e/templates/actors/newActor/parts/swalt-features.html", "systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html", "systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html", diff --git a/sw5e.js b/sw5e.js index 17c4e249..e412f4f3 100644 --- a/sw5e.js +++ b/sw5e.js @@ -136,7 +136,7 @@ Hooks.once("init", function() { }); Items.unregisterSheet("core", ItemSheet); Items.registerSheet("sw5e", ItemSheet5e, { - types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starshipfeature', 'starshipmod', 'venture'], + types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starship', 'starshipfeature', 'starshipmod', 'venture'], makeDefault: true, label: "SW5E.SheetClassItem" }); diff --git a/template.json b/template.json index 04b56318..1e4066f5 100644 --- a/template.json +++ b/template.json @@ -624,6 +624,7 @@ "loot", "power", "species", + "starship", "starshipfeature", "starshipmod", "tool", @@ -815,6 +816,11 @@ "conditions": "" } }, + "starshipDescription": { + "description": { + "value": "" + } + }, "starshipEquipment": { "capx": { "value": null @@ -993,6 +999,19 @@ "formula": null } }, + "starship": { + "templates": ["starshipDescription"], + "size": "", + "tier": 0, + "hullDice": "d6", + "hullDiceStart": 1, + "hullDiceUsed": 0, + "shldDice": "d6", + "shldDiceStart": 1, + "shldDiceUsed": 0, + "pwrDice": "1", + "source": "SotG" + }, "starshipfeature": { "templates": ["itemDescription", "activatedEffect", "action"], "size": "med", diff --git a/templates/items/starship.html b/templates/items/starship.html new file mode 100644 index 00000000..1ced5c4c --- /dev/null +++ b/templates/items/starship.html @@ -0,0 +1,122 @@ +
        + + {{!-- Item Sheet Header --}} +
        + + +
        +

        + +

        + +
        +

        {{itemType}}

        + {{itemStatus}} +
        + +
          +
        • + +
        • +
        +
        +
        + + {{!-- Item Sheet Navigation --}} + + + {{!-- Item Sheet Body --}} +
        + + {{!-- Description Tab --}} +
        + {{editor content=data.description.value target="data.description.value" button=true owner=owner editable=editable}} +
        + + {{!-- Details Tab --}} +
        + + {{!-- Tier --}} +
        + +
        + +
        +
        + + {{!-- Hull Dice --}} +
        + +
        + +
        +
        + +
        + +
        + +
        +
        + +
        + +
        + +
        +
        + + {{!-- Shield Dice --}} +
        + +
        + +
        +
        + +
        + +
        + +
        +
        + +
        + +
        + +
        +
        + + {{!-- Power Dice --}} +
        + +
        + +
        +
        + +
        +
        +
        From 0607152f510b4b4d57741a5f0b2666923f028c0d Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Wed, 5 May 2021 01:37:44 -0400 Subject: [PATCH 33/83] Revert back to hp instead of hull/shld for compatibility Left the dice separated out since hit die are controlled by character level. --- module/actor/entity.js | 5 +++++ template.json | 29 +++++++++++++------------ templates/actors/newActor/starship.html | 24 ++++++++++---------- 3 files changed, 33 insertions(+), 25 deletions(-) diff --git a/module/actor/entity.js b/module/actor/entity.js index 441dc87d..981d1aec 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -319,6 +319,11 @@ export default class Actor5e extends Actor { // Proficiency data.attributes.prof = Math.floor((Math.max(data.details.tier, 1) + 7) / 4); + // Link hull to hp and shields to temp hp + data.attributes.hull.value = data.attributes.hp.value; + data.attributes.hull.max = data.attributes.hp.max; + data.attributes.shld.value = data.attributes.hp.temp; + data.attributes.shld.max = data.attributes.hp.tempmax; } /* -------------------------------------------- */ diff --git a/template.json b/template.json index 1e4066f5..4df8e6b6 100644 --- a/template.json +++ b/template.json @@ -50,6 +50,7 @@ "crawl": 0, "fly": 0, "roll": 0, + "space": 0, "swim": 0, "turn": 0, "walk": 30, @@ -419,21 +420,14 @@ "dr": 0, "engpow": 1, "exhaustion": 0, - "hulldie": "", - "hulldice": 0, - "hull": { - "value": 0, - "max": 0, - "formula": "" - }, - "shlddie": "", - "shlddice": 0, - "shld": { - "value": 0, - "max": 0, - "formula": "" - }, "hsm": 1, + "hull": { + "die": "", + "dice": 0, + "formula":"", + "value": null, + "max": null + }, "mods": { "open": 10, "max": 10 @@ -466,6 +460,13 @@ "max": 0 } }, + "shld": { + "die": "", + "dice": 0, + "formula":"", + "value": null, + "max": null + }, "shieldpow": 1, "sscap": 0, "suites": { diff --git a/templates/actors/newActor/starship.html b/templates/actors/newActor/starship.html index 3e760a7c..b8e5a2b3 100644 --- a/templates/actors/newActor/starship.html +++ b/templates/actors/newActor/starship.html @@ -41,11 +41,11 @@

        {{ localize "SW5E.HullPoints" }}

        - + / - +

        {{ localize "SW5E.ShieldPoints" }}

        - + / - +
        -
        + {{!-- SPEED / MOVEMENT TYPES --}} +

        {{ localize "SW5E.Movement" }}

        - {{data.attributes.movement.fly}} {{data.attributes.movement.units}} + {{data.attributes.movement.space}} {{data.attributes.movement.units}}

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