From 5c6e39e633b63ee93b1e73bf95a000d98d245169 Mon Sep 17 00:00:00 2001 From: ellimist25 Date: Fri, 13 Nov 2020 08:14:14 -0500 Subject: [PATCH 01/27] Enabled hooks debug and created class. --- module/characterImport.js | 1 + sw5e.js | 2 ++ 2 files changed, 3 insertions(+) create mode 100644 module/characterImport.js diff --git a/module/characterImport.js b/module/characterImport.js new file mode 100644 index 00000000..1bb5be3c --- /dev/null +++ b/module/characterImport.js @@ -0,0 +1 @@ +export default class characterImporter{} \ No newline at end of file diff --git a/sw5e.js b/sw5e.js index 0a04143a..594e174c 100644 --- a/sw5e.js +++ b/sw5e.js @@ -40,6 +40,8 @@ import * as migrations from "./module/migration.js"; /* -------------------------------------------- */ Hooks.once("init", function() { + console.log("Enabling Hooks debug."); + CONFIG.debug.hooks = true; console.log(`SW5e | Initializing Star Wars 5th Edition System\n${SW5E.ASCII}`); // Create a SW5E namespace within the game global From ab23a67a7216cb84c47351951a6d08c21c218691 Mon Sep 17 00:00:00 2001 From: ellimist25 Date: Fri, 13 Nov 2020 21:46:01 -0500 Subject: [PATCH 02/27] Added examples --- .DS_Store | Bin 0 -> 6148 bytes examples/.DS_Store | Bin 0 -> 6148 bytes examples/level-1/stromKlovrah.json | 1 + examples/level-1/stromKlovrah_beautified.json | 155 +++ examples/level-1/stromKlovrah_foundry.json | 1 + .../stromKlovrah_foundry_beautified.json | 521 +++++++ examples/level-1/stromKlovrah_roll20.json | 1221 +++++++++++++++++ examples/level-5/ellimist_test_character.json | 1 + .../ellimist_test_character_beautified.json | 170 +++ 9 files changed, 2070 insertions(+) create mode 100644 .DS_Store create mode 100644 examples/.DS_Store create mode 100644 examples/level-1/stromKlovrah.json create mode 100644 examples/level-1/stromKlovrah_beautified.json create mode 100644 examples/level-1/stromKlovrah_foundry.json create mode 100644 examples/level-1/stromKlovrah_foundry_beautified.json create mode 100644 examples/level-1/stromKlovrah_roll20.json create mode 100644 examples/level-5/ellimist_test_character.json create mode 100644 examples/level-5/ellimist_test_character_beautified.json diff --git a/.DS_Store b/.DS_Store new file mode 100644 index 0000000000000000000000000000000000000000..010c83b4bfc483c6bae88fef73af045343962a1c GIT binary patch literal 6148 zcmeHKJ5Izf5S@W7BGGI~=_{l`q6@2Vf?NQWMNlM4q!kin#DzEk4R@mFJo)p_7BD#6ll_F~qDbR>YWkEQ-XgYG|6;N}IL0Y+$eS23n3yJ>X6!%_W z&yR8~olN$B(|5yU!v{WHU)S5V-!lIE?CI_0`SoHcSJ&^p=5s##4-rt@cpD%ZL&41ywe2};0 zYqt;Cw7uI{-zW2+le4bJc0SiPJ^765<~yH$uU0-3Bp(-Nz!`7`_KgA5Y?16((MM;% z8E^(R49NE(Km`lKsF*$-7*Y!W9KxIgbLk}{CKwimQ4uQ;)=;2^vb7kj;jjnuD-5He zh7()!!L~D7hr(%h+&?6D;zH3!XTTX~GjO1nBdPya{r!JC$gi9MXJD@w;9)r}CwL^Q xt(}LHS{tCZP!aKqiklEjQYnV7l;Trp64--GfQ4aHgazV10*MA6oPj@O;1h`rP+R~2 literal 0 HcmV?d00001 diff --git a/examples/level-1/stromKlovrah.json b/examples/level-1/stromKlovrah.json new file mode 100644 index 00000000..b0cc82ca --- /dev/null +++ b/examples/level-1/stromKlovrah.json @@ -0,0 +1 @@ +{"name":"Strom Klovrah","builderVersion":"0.4.23","image":"","user":"","experiencePoints":0,"species":{"name":"Human","abilityScoreImprovementSelectedOption":0,"abilityScoreImprovement":{"Dexterity":2,"Charisma":1}},"classes":[{"name":"Scout","levels":1,"hitPoints":[],"abilityScoreImprovements":[]}],"baseAbilityScores":{"Strength":8,"Dexterity":15,"Constitution":12,"Intelligence":13,"Wisdom":10,"Charisma":14},"background":{"name":"Bounty Hunter","feat":{"name":"Alert","type":"Feat"}},"characteristics":{"alignment":"Chaotic Balanced","Personality Traits":"","Ideal":"","Bond":"","Flaw":"","Gender":"","Place of Birth":"","Age":"","Height":"","Weight":"","Hair":"","Eyes":"","Skin":"","Appearance":"","Backstory":""},"credits":1700,"equipment":[{"name":"Combat suit","quantity":1,"category":"Equipment","equipped":true},{"name":"Blaster carbine","quantity":1,"category":"Equipment","equipped":true},{"name":"Power cell","quantity":"2","category":"Equipment"},{"name":"Vibrodagger","quantity":"2","category":"Equipment","equipped":false},{"name":"Wristpad","quantity":1,"category":"Equipment"}],"currentStats":{"hitPointsLost":0,"temporaryHitPoints":0,"techPointsUsed":0,"forcePointsUsed":0,"superiorityDiceUsed":0,"hitDiceUsed":{},"deathSaves":{"successes":0,"failures":0},"hasInspiration":false,"featuresTimesUsed":{},"conditions":[],"exhaustion":0,"highLevelCasting":{"level6":false,"level7":false,"level8":false,"level9":false}},"tweaks":{"abilityScores":{"Wisdom":{"skills":{"Perception":{"proficiency":"Proficient"},"Survival":{"proficiency":"Proficient"},"Insight":{"proficiency":"Proficient"}}},"Intelligence":{"skills":{"Piloting":{"proficiency":"Proficient"}}},"Charisma":{"skills":{"Deception":{"proficiency":"Proficient"},"Persuasion":{"proficiency":"Proficient"}}}}},"customProficiencies":[],"customLanguages":[],"customFeatures":[],"customFeats":[],"customTechPowers":[],"customForcePowers":[],"customEquipment":[],"settings":{"isEnforcingForcePrerequisites":true,"isFixedHitPoints":false,"abilityScoreMethod":"Standard Array"},"notes":""} \ No newline at end of file diff --git a/examples/level-1/stromKlovrah_beautified.json b/examples/level-1/stromKlovrah_beautified.json new file mode 100644 index 00000000..1235576c --- /dev/null +++ b/examples/level-1/stromKlovrah_beautified.json @@ -0,0 +1,155 @@ +{ + "name": "Strom Klovrah", + "builderVersion": "0.4.23", + "image": "", + "user": "", + "experiencePoints": 0, + "species": { + "name": "Human", + "abilityScoreImprovementSelectedOption": 0, + "abilityScoreImprovement": { + "Dexterity": 2, + "Charisma": 1 + } + }, + "classes": [ + { + "name": "Scout", + "levels": 1, + "hitPoints": [], + "abilityScoreImprovements": [] + } + ], + "baseAbilityScores": { + "Strength": 8, + "Dexterity": 15, + "Constitution": 12, + "Intelligence": 13, + "Wisdom": 10, + "Charisma": 14 + }, + "background": { + "name": "Bounty Hunter", + "feat": { + "name": "Alert", + "type": "Feat" + } + }, + "characteristics": { + "alignment": "Chaotic Balanced", + "Personality Traits": "", + "Ideal": "", + "Bond": "", + "Flaw": "", + "Gender": "", + "Place of Birth": "", + "Age": "", + "Height": "", + "Weight": "", + "Hair": "", + "Eyes": "", + "Skin": "", + "Appearance": "", + "Backstory": "" + }, + "credits": 1700, + "equipment": [ + { + "name": "Combat suit", + "quantity": 1, + "category": "Equipment", + "equipped": true + }, + { + "name": "Blaster carbine", + "quantity": 1, + "category": "Equipment", + "equipped": true + }, + { + "name": "Power cell", + "quantity": "2", + "category": "Equipment" + }, + { + "name": "Vibrodagger", + "quantity": "2", + "category": "Equipment", + "equipped": false + }, + { + "name": "Wristpad", + "quantity": 1, + "category": "Equipment" + } + ], + "currentStats": { + "hitPointsLost": 0, + "temporaryHitPoints": 0, + "techPointsUsed": 0, + "forcePointsUsed": 0, + "superiorityDiceUsed": 0, + "hitDiceUsed": {}, + "deathSaves": { + "successes": 0, + "failures": 0 + }, + "hasInspiration": false, + "featuresTimesUsed": {}, + "conditions": [], + "exhaustion": 0, + "highLevelCasting": { + "level6": false, + "level7": false, + "level8": false, + "level9": false + } + }, + "tweaks": { + "abilityScores": { + "Wisdom": { + "skills": { + "Perception": { + "proficiency": "Proficient" + }, + "Survival": { + "proficiency": "Proficient" + }, + "Insight": { + "proficiency": "Proficient" + } + } + }, + "Intelligence": { + "skills": { + "Piloting": { + "proficiency": "Proficient" + } + } + }, + "Charisma": { + "skills": { + "Deception": { + "proficiency": "Proficient" + }, + "Persuasion": { + "proficiency": "Proficient" + } + } + } + } + }, + "customProficiencies": [], + "customLanguages": [], + "customFeatures": [], + "customFeats": [], + "customTechPowers": [], + "customForcePowers": [], + "customEquipment": [], + "settings": { + "isEnforcingForcePrerequisites": true, + "isFixedHitPoints": false, + "abilityScoreMethod": "Standard Array" + }, + "notes": "" +} \ No newline at end of file diff --git a/examples/level-1/stromKlovrah_foundry.json b/examples/level-1/stromKlovrah_foundry.json new file mode 100644 index 00000000..b6541ddc --- /dev/null +++ b/examples/level-1/stromKlovrah_foundry.json @@ -0,0 +1 @@ +{"_id":"6hxTXYoNeoUTgZkW","name":"Strom Klovrah","permission":{"default":0,"VwxgyMubNVdjYqPY":3},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":1},"dex":{"value":17,"proficient":1},"con":{"value":12,"proficient":0},"int":{"value":13,"proficient":0},"wis":{"value":19,"proficient":0},"cha":{"value":15,"proficient":0}},"attributes":{"ac":{"value":10},"hp":{"value":10,"min":0,"max":10,"temp":null,"tempmax":null},"init":{"value":null,"bonus":0},"powercasting":"int","speed":{"value":"30 ft","special":""},"death":{"success":0,"failure":0},"encumbrance":{"value":null,"max":null},"exhaustion":0,"inspiration":false},"details":{"biography":{"value":"","public":""},"alignment":"Chaotic Balanced","species":"Human","background":"Bounty Hunter","xp":{"value":0,"min":0,"max":300},"appearance":"","trait":"","ideal":"","bond":"","flaw":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":[],"custom":""},"weaponProf":{"value":[],"custom":""},"armorProf":{"value":[],"custom":""},"toolProf":{"value":[],"custom":""}},"currency":{"gc":0},"skills":{"acr":{"value":0,"ability":"dex"},"ani":{"value":0,"ability":"wis"},"ath":{"value":0,"ability":"str"},"dec":{"value":1,"ability":"cha"},"ins":{"value":1,"ability":"wis"},"itm":{"value":0,"ability":"cha"},"inv":{"value":0,"ability":"int"},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis"},"nat":{"value":0,"ability":"int"},"pil":{"value":1,"ability":"int"},"prc":{"value":1,"ability":"wis"},"prf":{"value":0,"ability":"cha"},"per":{"value":1,"ability":"cha"},"slt":{"value":0,"ability":"dex"},"ste":{"value":0,"ability":"dex"},"sur":{"value":0,"ability":"wis"},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"override":null},"power2":{"value":0,"override":null},"power3":{"value":0,"override":null},"power4":{"value":0,"override":null},"power5":{"value":0,"override":null},"power6":{"value":0,"override":null},"power7":{"value":0,"override":null},"power8":{"value":0,"override":null},"power9":{"value":0,"override":null},"pact":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":100001,"flags":{},"token":{"flags":{},"name":"Strom Klovrah","displayName":0,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"6hxTXYoNeoUTgZkW","actorLink":true,"disposition":1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"_id":"GdUjCyF1pIRbfA5t","name":"Scout","type":"class","data":{"className":{"value":"Scout"},"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":""},"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.

"},"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"powercasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

"}},"sort":100000,"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":"crC2RoFzf3XIcAgn","name":"Bounty Hunter","type":"background","data":{"flavorText":{"value":"

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

\n

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

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Persuasion, and Stealth"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of clothes appropriate to your duties, a set of binders, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable."},"featureName":{"value":"Ear to the Ground"},"featureText":{"value":"You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Charmer
4Stealthy
5Specialist
6Linguist
7Alert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":200000,"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} diff --git a/examples/level-1/stromKlovrah_foundry_beautified.json b/examples/level-1/stromKlovrah_foundry_beautified.json new file mode 100644 index 00000000..a8060b66 --- /dev/null +++ b/examples/level-1/stromKlovrah_foundry_beautified.json @@ -0,0 +1,521 @@ +{ + "_id": "6hxTXYoNeoUTgZkW", + "name": "Strom Klovrah", + "permission": { + "default": 0, + "VwxgyMubNVdjYqPY": 3 + }, + "type": "character", + "data": { + "abilities": { + "str": { + "value": 8, + "proficient": 1 + }, + "dex": { + "value": 17, + "proficient": 1 + }, + "con": { + "value": 12, + "proficient": 0 + }, + "int": { + "value": 13, + "proficient": 0 + }, + "wis": { + "value": 19, + "proficient": 0 + }, + "cha": { + "value": 15, + "proficient": 0 + } + }, + "attributes": { + "ac": { + "value": 10 + }, + "hp": { + "value": 10, + "min": 0, + "max": 10, + "temp": null, + "tempmax": null + }, + "init": { + "value": null, + "bonus": 0 + }, + "powercasting": "int", + "speed": { + "value": "30 ft", + "special": "" + }, + "death": { + "success": 0, + "failure": 0 + }, + "encumbrance": { + "value": null, + "max": null + }, + "exhaustion": 0, + "inspiration": false + }, + "details": { + "biography": { + "value": "", + "public": "" + }, + "alignment": "Chaotic Balanced", + "species": "Human", + "background": "Bounty Hunter", + "xp": { + "value": 0, + "min": 0, + "max": 300 + }, + "appearance": "", + "trait": "", + "ideal": "", + "bond": "", + "flaw": "" + }, + "traits": { + "size": "med", + "di": { + "value": [], + "custom": "" + }, + "dr": { + "value": [], + "custom": "" + }, + "dv": { + "value": [], + "custom": "" + }, + "ci": { + "value": [], + "custom": "" + }, + "senses": "", + "languages": { + "value": [], + "custom": "" + }, + "weaponProf": { + "value": [], + "custom": "" + }, + "armorProf": { + "value": [], + "custom": "" + }, + "toolProf": { + "value": [], + "custom": "" + } + }, + "currency": { + "gc": 0 + }, + "skills": { + "acr": { + "value": 0, + "ability": "dex" + }, + "ani": { + "value": 0, + "ability": "wis" + }, + "ath": { + "value": 0, + "ability": "str" + }, + "dec": { + "value": 1, + "ability": "cha" + }, + "ins": { + "value": 1, + "ability": "wis" + }, + "itm": { + "value": 0, + "ability": "cha" + }, + "inv": { + "value": 0, + "ability": "int" + }, + "lor": { + "value": 0, + "ability": "int" + }, + "med": { + "value": 0, + "ability": "wis" + }, + "nat": { + "value": 0, + "ability": "int" + }, + "pil": { + "value": 1, + "ability": "int" + }, + "prc": { + "value": 1, + "ability": "wis" + }, + "prf": { + "value": 0, + "ability": "cha" + }, + "per": { + "value": 1, + "ability": "cha" + }, + "slt": { + "value": 0, + "ability": "dex" + }, + "ste": { + "value": 0, + "ability": "dex" + }, + "sur": { + "value": 0, + "ability": "wis" + }, + "tec": { + "value": 0, + "ability": "int" + } + }, + "powers": { + "power1": { + "value": 0, + "override": null + }, + "power2": { + "value": 0, + "override": null + }, + "power3": { + "value": 0, + "override": null + }, + "power4": { + "value": 0, + "override": null + }, + "power5": { + "value": 0, + "override": null + }, + "power6": { + "value": 0, + "override": null + }, + "power7": { + "value": 0, + "override": null + }, + "power8": { + "value": 0, + "override": null + }, + "power9": { + "value": 0, + "override": null + }, + "pact": { + "value": 0, + "override": null + } + }, + "bonuses": { + "mwak": { + "attack": "", + "damage": "" + }, + "rwak": { + "attack": "", + "damage": "" + }, + "mpak": { + "attack": "", + "damage": "" + }, + "rpak": { + "attack": "", + "damage": "" + }, + "abilities": { + "check": "", + "save": "", + "skill": "" + }, + "power": { + "dc": "" + } + }, + "resources": { + "primary": { + "value": null, + "max": null, + "sr": false, + "lr": false, + "label": "" + }, + "secondary": { + "value": null, + "max": null, + "sr": false, + "lr": false, + "label": "" + }, + "tertiary": { + "value": null, + "max": null, + "sr": false, + "lr": false, + "label": "" + } + } + }, + "sort": 100001, + "flags": {}, + "token": { + "flags": {}, + "name": "Strom Klovrah", + "displayName": 0, + "img": "icons/svg/mystery-man.svg", + "tint": null, + "width": 1, + "height": 1, + "scale": 1, + "lockRotation": false, + "rotation": 0, + "vision": true, + "dimSight": 30, + "brightSight": 0, + "dimLight": 0, + "brightLight": 0, + "sightAngle": 360, + "lightAngle": 360, + "lightAlpha": 1, + "lightAnimation": { + "speed": 5, + "intensity": 5 + }, + "actorId": "6hxTXYoNeoUTgZkW", + "actorLink": true, + "disposition": 1, + "displayBars": 0, + "bar1": {}, + "bar2": {}, + "randomImg": false + }, + "items": [ + { + "_id": "GdUjCyF1pIRbfA5t", + "name": "Scout", + "type": "class", + "data": { + "className": { + "value": "Scout" + }, + "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": "" + }, + "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.

" + }, + "levels": 1, + "subclass": "", + "hitDice": "d10", + "hitDiceUsed": 0, + "skills": { + "number": 3, + "choices": [], + "value": [] + }, + "powercasting": "none", + "attributes": { + "spelldc": 10 + }, + "damage": { + "parts": [] + }, + "archetypes": { + "value": "" + }, + "armorproperties": { + "parts": [] + }, + "weaponproperties": { + "parts": [] + }, + "levelsTable": { + "value": "

Test

" + }, + "atFlavorText": { + "value": "

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

" + } + }, + "sort": 100000, + "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": "crC2RoFzf3XIcAgn", + "name": "Bounty Hunter", + "type": "background", + "data": { + "flavorText": { + "value": "

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

\n

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

" + }, + "flavorName": { + "value": null + }, + "flavorDescription": { + "value": null + }, + "flavorOptions": { + "value": null + }, + "skillProficiencies": { + "value": "Choose two from Deception, Insight, Persuasion, and Stealth" + }, + "toolProficiencies": { + "value": "Your choice of demolitions kit, security kit, or slicer's kit" + }, + "languages": { + "value": "One of your choice" + }, + "equipment": { + "value": "A set of clothes appropriate to your duties, a set of binders, and a pouch containing 200 cr" + }, + "suggestedCharacteristics": { + "value": "Your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable." + }, + "featureName": { + "value": "Ear to the Ground" + }, + "featureText": { + "value": "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area." + }, + "featOptions": { + "value": "
d8Feat
1Silver-Tongued
2Empathic
3Charmer
4Stealthy
5Specialist
6Linguist
7Alert
8Athlete
" + }, + "personalityTraitOptions": { + "value": "
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
" + }, + "idealOptions": { + "value": "
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
" + }, + "flawOptions": { + "value": "
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
" + }, + "bondOptions": { + "value": "
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
" + }, + "source": "PHB", + "damage": { + "parts": [] + }, + "armorproperties": { + "parts": [] + }, + "weaponproperties": { + "parts": [] + } + }, + "sort": 200000, + "flags": {}, + "img": "icons/svg/mystery-man.svg", + "effects": [] + } + ], + "effects": [] + } \ No newline at end of file diff --git a/examples/level-1/stromKlovrah_roll20.json b/examples/level-1/stromKlovrah_roll20.json new file mode 100644 index 00000000..73e14984 --- /dev/null +++ b/examples/level-1/stromKlovrah_roll20.json @@ -0,0 +1,1221 @@ +{ + "schema_version": 2, + "name": "Strom Klovrah", + "avatar": "", + "bio": "", + "exportedBy": "www.sw5e.com", + "gmnotes": "", + "defaulttoken": "", + "tags": "[]", + "controlledby": "", + "inplayerjournals": "", + "attribs": [ + { + "name": "version", + "current": "2.4", + "max": "", + "id": "" + }, + { + "name": "options-class-selection", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "class", + "current": "Scout", + "max": "", + "id": "" + }, + { + "name": "subclass", + "current": "", + "max": "", + "id": "" + }, + { + "name": "class_display", + "current": " Scout 1", + "max": "", + "id": "" + }, + { + "name": "base_level", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "level", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "pb", + "current": "2", + "max": "", + "id": "" + }, + { + "name": "ac", + "current": "14", + "max": "", + "id": "" + }, + { + "name": "initiative_bonus", + "current": 5, + "max": "", + "id": "" + }, + { + "name": "speed", + "current": "30 ft", + "max": "", + "id": "" + }, + { + "name": "race", + "current": "Human", + "max": "", + "id": "" + }, + { + "name": "race_display", + "current": "Human", + "max": "", + "id": "" + }, + { + "name": "experience", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "background", + "current": "Bounty Hunter", + "max": "", + "id": "" + }, + { + "name": "alignment", + "current": "Chaotic Balanced", + "max": "", + "id": "" + }, + { + "name": "strength", + "current": 8, + "max": "", + "id": "" + }, + { + "name": "strength_base", + "current": "8", + "max": "", + "id": "" + }, + { + "name": "strength_mod", + "current": "-1", + "max": "", + "id": "" + }, + { + "name": "strength_save_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "strength_save_prof", + "current": "(@{pb})", + "max": "", + "id": "" + }, + { + "name": "athletics_bonus", + "current": -1, + "max": "", + "id": "" + }, + { + "name": "athletics_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "athletics_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "dexterity", + "current": 17, + "max": "", + "id": "" + }, + { + "name": "dexterity_base", + "current": "17", + "max": "", + "id": "" + }, + { + "name": "dexterity_mod", + "current": "3", + "max": "", + "id": "" + }, + { + "name": "dexterity_save_bonus", + "current": 5, + "max": "", + "id": "" + }, + { + "name": "dexterity_save_prof", + "current": "(@{pb})", + "max": "", + "id": "" + }, + { + "name": "acrobatics_bonus", + "current": 3, + "max": "", + "id": "" + }, + { + "name": "acrobatics_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "acrobatics_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "sleight_of_hand_bonus", + "current": 3, + "max": "", + "id": "" + }, + { + "name": "sleight_of_hand_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "sleight_of_hand_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "stealth_bonus", + "current": 3, + "max": "", + "id": "" + }, + { + "name": "stealth_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "stealth_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "constitution", + "current": 12, + "max": "", + "id": "" + }, + { + "name": "constitution_base", + "current": "12", + "max": "", + "id": "" + }, + { + "name": "constitution_mod", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "constitution_save_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "constitution_save_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "intelligence", + "current": 13, + "max": "", + "id": "" + }, + { + "name": "intelligence_base", + "current": "13", + "max": "", + "id": "" + }, + { + "name": "intelligence_mod", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "intelligence_save_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "intelligence_save_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "investigation_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "investigation_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "investigation_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "lore_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "lore_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "lore_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "nature_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "nature_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "nature_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "piloting_bonus", + "current": 3, + "max": "", + "id": "" + }, + { + "name": "piloting_prof", + "current": "(@{pb}*@{piloting_type})", + "max": "", + "id": "" + }, + { + "name": "piloting_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "technology_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "technology_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "technology_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "wisdom", + "current": 10, + "max": "", + "id": "" + }, + { + "name": "wisdom_base", + "current": "10", + "max": "", + "id": "" + }, + { + "name": "wisdom_mod", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "wisdom_save_bonus", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "wisdom_save_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "animal_handling_bonus", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "animal_handling_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "animal_handling_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "insight_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "insight_prof", + "current": "(@{pb}*@{insight_type})", + "max": "", + "id": "" + }, + { + "name": "insight_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "medicine_bonus", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "medicine_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "medicine_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "perception_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "perception_prof", + "current": "(@{pb}*@{perception_type})", + "max": "", + "id": "" + }, + { + "name": "perception_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "survival_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "survival_prof", + "current": "(@{pb}*@{survival_type})", + "max": "", + "id": "" + }, + { + "name": "survival_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "charisma", + "current": 15, + "max": "", + "id": "" + }, + { + "name": "charisma_base", + "current": "15", + "max": "", + "id": "" + }, + { + "name": "charisma_mod", + "current": "2", + "max": "", + "id": "" + }, + { + "name": "charisma_save_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "charisma_save_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "deception_bonus", + "current": 4, + "max": "", + "id": "" + }, + { + "name": "deception_prof", + "current": "(@{pb}*@{deception_type})", + "max": "", + "id": "" + }, + { + "name": "deception_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "intimidation_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "intimidation_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "intimidation_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "performance_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "performance_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "performance_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "persuasion_bonus", + "current": 4, + "max": "", + "id": "" + }, + { + "name": "persuasion_prof", + "current": "(@{pb}*@{persuasion_type})", + "max": "", + "id": "" + }, + { + "name": "persuasion_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemname", + "current": "Combat suit", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemweight", + "current": "10", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemcount", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemname", + "current": "Blaster carbine", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemweight", + "current": "8", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemcount", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemname", + "current": "Power cell", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemweight", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemcount", + "current": "2", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemname", + "current": "Vibrodagger", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemweight", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemcount", + "current": "2", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemname", + "current": "Wristpad", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemweight", + "current": "2", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemcount", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-MytIGi95NkweuEul5s6_name", + "current": "Galactic Basic", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-MytIGi95NkweuEul5s6_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkname", + "current": "Blaster carbine", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkbonus", + "current": 5, + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkattr_base", + "current": "@{dexterity_mod}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgtype", + "current": "Energy", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgbase", + "current": "1d6", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgattr", + "current": "@{dexterity_mod}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkrange", + "current": "60/240", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atk_desc", + "current": "Ammunition (range 60/240), reload 16, two-handed", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_saveeffect", + "current": " ", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkdmgtype", + "current": "1d6+3 Energy", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase_dmg", + "current": "@{wtype}&{template:dmg} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag} {{dmg1=[[1d6 + 3[DEX]]]}} {{dmg1type=Energy}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globaldamage=[[0]]}} {{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase_crit", + "current": "@{wtype}&{template:dmg} {{crit=1}} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag}{{dmg1=[[1d6 + 3[DEX]]]}} {{dmg1type=Energy}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1d6]]}} {{crit2=[[0]]}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}}{{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}}{{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase", + "current": "@{wtype}&{template:atk} {{mod=@{atkbonus}}} {{rname=[@{atkname}](~repeating_attack_attack_dmg)}} {{rnamec=[@{atkname}](~repeating_attack_attack_crit)}} {{r1=[[@{d20}cs>@{atkcritrange} + 3[DEX] + 2[PROF]]]}} @{rtype}cs>@{atkcritrange} + 3[DEX] + 2[PROF]]]}} {{range=@{atkrange}}} {{desc=@{atk_desc}}} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globalattack=@{global_attack_mod}}} ammo=@{ammo} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkname", + "current": "Unarmed Strike", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkbonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkattr_base", + "current": "@{strength_mod}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgtype", + "current": "Kinetic", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgbase", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgattr", + "current": "@{strength_mod}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkrange", + "current": "", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atk_desc", + "current": "", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_saveeffect", + "current": " ", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkdmgtype", + "current": "1+-1 Kinetic", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase_dmg", + "current": "@{wtype}&{template:dmg} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag} {{dmg1=[[1 + -1[STR]]]}} {{dmg1type=Kinetic}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globaldamage=[[0]]}} {{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase_crit", + "current": "@{wtype}&{template:dmg} {{crit=1}} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag}{{dmg1=[[1 + -1[STR]]]}} {{dmg1type=Kinetic}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1]]}} {{crit2=[[0]]}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}}{{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}}{{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase", + "current": "@{wtype}&{template:atk} {{mod=@{atkbonus}}} {{rname=[@{atkname}](~repeating_attack_attack_dmg)}} {{rnamec=[@{atkname}](~repeating_attack_attack_crit)}} {{r1=[[@{d20}cs>@{atkcritrange} + -1[STR] + 2[PROF]]]}} @{rtype}cs>@{atkcritrange} + -1[STR] + 2[PROF]]]}} {{range=@{atkrange}}} {{desc=@{atk_desc}}} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globalattack=@{global_attack_mod}}} ammo=@{ammo} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_name", + "current": "Alert", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_source", + "current": "Feat", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_description", + "current": "Always on the lookout for danger, you gain the following benefits:\r\n- You gain a +5 bonus to initiative.\r\n- You can't be surprised while you are conscious.\r\n- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.\r\n", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_display_flag", + "current": "on", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_name", + "current": "Ear to the Ground", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_source", + "current": "Background", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_description", + "current": "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.\r\n", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_display_flag", + "current": "on", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_name", + "current": "All blasters", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_prof_type", + "current": "WEAPON", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_name", + "current": "all vibroweapons", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_prof_type", + "current": "WEAPON", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_name", + "current": "Light armor", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_prof_type", + "current": "ARMOR", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_name", + "current": "medium armor", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_prof_type", + "current": "ARMOR", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolname", + "current": "Your choice of demolitions kit, security kit, or slicer's kit", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolattr", + "current": "QUERY", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus", + "current": "?{Attribute?|Strength,@{strength_mod}|Dexterity,@{dexterity_mod}|Constitution,@{constitution_mod}|Intelligence,@{intelligence_mod}|Wisdom,@{wisdom_mod}|Charisma,@{charisma_mod}}+0+2", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus_display", + "current": "?", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolattr_base", + "current": "?{Attribute?|Strength,@{strength_mod}|Dexterity,@{dexterity_mod}|Constitution,@{constitution_mod}|Intelligence,@{intelligence_mod}|Wisdom,@{wisdom_mod}|Charisma,@{charisma_mod}}", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus_base", + "current": "(@{pb})", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_tool_mod", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "hitdietype", + "current": 10, + "max": "", + "id": "" + }, + { + "name": "hitdie_final", + "current": "@{hitdietype}", + "max": "", + "id": "" + }, + { + "name": "personality_traits", + "current": "", + "max": "", + "id": "" + }, + { + "name": "ideals", + "current": "", + "max": "", + "id": "" + }, + { + "name": "bonds", + "current": "", + "max": "", + "id": "" + }, + { + "name": "flaws", + "current": "", + "max": "", + "id": "" + }, + { + "name": "hair", + "current": "", + "max": "", + "id": "" + }, + { + "name": "options-flag-personality", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "options-flag-ideals", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "options-flag-bonds", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "options-flag-flaws", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "height", + "current": "", + "max": "", + "id": "" + }, + { + "name": "eyes", + "current": "", + "max": "", + "id": "" + }, + { + "name": "skin", + "current": "", + "max": "", + "id": "" + }, + { + "name": "age", + "current": "", + "max": "", + "id": "" + }, + { + "name": "character_appearance", + "current": "", + "max": "", + "id": "" + }, + { + "name": "character_backstory", + "current": "", + "max": "", + "id": "" + }, + { + "name": "hp_temp", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "passive_wisdom", + "current": "12", + "max": "", + "id": "" + }, + { + "name": "cr", + "current": 1700, + "max": "", + "id": "" + }, + { + "name": "force_power_points_total", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "force_power_points_expended", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "tech_power_points_total", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "tech_power_points_expended", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "hp", + "current": "11", + "max": "11", + "id": "" + }, + { + "name": "hit_dice", + "current": 1, + "max": "1d10", + "id": "" + } + ], + "abilities": [] +} \ No newline at end of file diff --git a/examples/level-5/ellimist_test_character.json b/examples/level-5/ellimist_test_character.json new file mode 100644 index 00000000..a7424a47 --- /dev/null +++ b/examples/level-5/ellimist_test_character.json @@ -0,0 +1 @@ +{"name":"Ellimist Skywalker","builderVersion":"0.0.0","image":"","user":"","experiencePoints":64000,"species":{"name":"Kel Dor","abilityScoreImprovementSelectedOption":0,"abilityScoreImprovement":{}},"classes":[{"name":"Consular","levels":5,"hitPoints":[4,4,4,4],"abilityScoreImprovements":[{"type":"Ability Score Improvement","abilitiesIncreased":[{"name":"Wisdom","value":2}]}],"archetype":{"name":"Way of Balance"},"forcePowers":["Turbulence","Spirit Blade","Wound","Telemetry","Stun Droid","Stun","Telekinetic Storm","Sever Force"]},{"name":"Monk","levels":5,"hitPoints":[5,5,5,5,5],"abilityScoreImprovements":[{"type":"Ability Score Improvement","abilitiesIncreased":[{"name":"Wisdom","value":2}]}],"archetype":{"name":"Whills Order"}}],"baseAbilityScores":{"Strength":8,"Dexterity":14,"Constitution":13,"Intelligence":12,"Wisdom":15,"Charisma":10},"background":{"name":"Force Adept","feat":{"name":"Entertainer","type":"Feat"}},"characteristics":{"alignment":"Neutral Light","Personality Traits":"Personality Traits","Ideal":"Ideal","Bond":"Bond","Flaw":"Flaw","Gender":"Gender","Place of Birth":"Place of Birth","Age":"55","Height":"5'10\"","Weight":"Weight","Hair":"Hair","Eyes":"Eyes","Skin":"Skin","Appearance":"Appearance","Backstory":"Backstory"},"credits":0,"equipment":[{"name":"Combat suit","quantity":1,"category":"Equipment","equipped":true},{"name":"Shotosaber","quantity":"2","category":"Equipment","equipped":true},{"name":"Datacron Mark V","quantity":1,"category":"EnhancedItem"}],"currentStats":{"hitPointsLost":0,"temporaryHitPoints":0,"techPointsUsed":0,"forcePointsUsed":0,"superiorityDiceUsed":0,"hitDiceUsed":{},"deathSaves":{"successes":0,"failures":0},"hasInspiration":false,"featuresTimesUsed":{},"conditions":[],"exhaustion":0,"highLevelCasting":{"level6":false,"level7":false,"level8":false,"level9":false}},"tweaks":{},"customProficiencies":[],"customLanguages":[],"customFeatures":[],"customFeats":[],"customTechPowers":[],"customForcePowers":[],"customEquipment":[{"name":"Custom item","quantity":1,"equipmentCategory":"Gear","cost":"10","description":"Description of the thing","weight":1}],"settings":{"isEnforcingForcePrerequisites":true,"isFixedHitPoints":true,"abilityScoreMethod":"Standard Array"},"notes":""} \ No newline at end of file diff --git a/examples/level-5/ellimist_test_character_beautified.json b/examples/level-5/ellimist_test_character_beautified.json new file mode 100644 index 00000000..fa69dfcf --- /dev/null +++ b/examples/level-5/ellimist_test_character_beautified.json @@ -0,0 +1,170 @@ +{ + "name": "Ellimist Skywalker", + "builderVersion": "0.0.0", + "image": "", + "user": "", + "experiencePoints": 64000, + "species": { + "name": "Kel Dor", + "abilityScoreImprovementSelectedOption": 0, + "abilityScoreImprovement": {} + }, + "classes": [ + { + "name": "Consular", + "levels": 5, + "hitPoints": [ + 4, + 4, + 4, + 4 + ], + "abilityScoreImprovements": [ + { + "type": "Ability Score Improvement", + "abilitiesIncreased": [ + { + "name": "Wisdom", + "value": 2 + } + ] + } + ], + "archetype": { + "name": "Way of Balance" + }, + "forcePowers": [ + "Turbulence", + "Spirit Blade", + "Wound", + "Telemetry", + "Stun Droid", + "Stun", + "Telekinetic Storm", + "Sever Force" + ] + }, + { + "name": "Monk", + "levels": 5, + "hitPoints": [ + 5, + 5, + 5, + 5, + 5 + ], + "abilityScoreImprovements": [ + { + "type": "Ability Score Improvement", + "abilitiesIncreased": [ + { + "name": "Wisdom", + "value": 2 + } + ] + } + ], + "archetype": { + "name": "Whills Order" + } + } + ], + "baseAbilityScores": { + "Strength": 8, + "Dexterity": 14, + "Constitution": 13, + "Intelligence": 12, + "Wisdom": 15, + "Charisma": 10 + }, + "background": { + "name": "Force Adept", + "feat": { + "name": "Entertainer", + "type": "Feat" + } + }, + "characteristics": { + "alignment": "Neutral Light", + "Personality Traits": "Personality Traits", + "Ideal": "Ideal", + "Bond": "Bond", + "Flaw": "Flaw", + "Gender": "Gender", + "Place of Birth": "Place of Birth", + "Age": "55", + "Height": "5'10\"", + "Weight": "Weight", + "Hair": "Hair", + "Eyes": "Eyes", + "Skin": "Skin", + "Appearance": "Appearance", + "Backstory": "Backstory" + }, + "credits": 0, + "equipment": [ + { + "name": "Combat suit", + "quantity": 1, + "category": "Equipment", + "equipped": true + }, + { + "name": "Shotosaber", + "quantity": "2", + "category": "Equipment", + "equipped": true + }, + { + "name": "Datacron Mark V", + "quantity": 1, + "category": "EnhancedItem" + } + ], + "currentStats": { + "hitPointsLost": 0, + "temporaryHitPoints": 0, + "techPointsUsed": 0, + "forcePointsUsed": 0, + "superiorityDiceUsed": 0, + "hitDiceUsed": {}, + "deathSaves": { + "successes": 0, + "failures": 0 + }, + "hasInspiration": false, + "featuresTimesUsed": {}, + "conditions": [], + "exhaustion": 0, + "highLevelCasting": { + "level6": false, + "level7": false, + "level8": false, + "level9": false + } + }, + "tweaks": {}, + "customProficiencies": [], + "customLanguages": [], + "customFeatures": [], + "customFeats": [], + "customTechPowers": [], + "customForcePowers": [], + "customEquipment": [ + { + "name": "Custom item", + "quantity": 1, + "equipmentCategory": "Gear", + "cost": "10", + "description": "Description of the thing", + "weight": 1 + } + ], + "settings": { + "isEnforcingForcePrerequisites": true, + "isFixedHitPoints": true, + "abilityScoreMethod": "Standard Array" + }, + "notes": "" +} \ No newline at end of file From 3d7a13941def9060b6eeb4015465b4fdf59cf67d Mon Sep 17 00:00:00 2001 From: ellimist25 Date: Fri, 13 Nov 2020 23:34:28 -0500 Subject: [PATCH 03/27] Updated characterImport with main logic --- module/characterImport.js | 1291 ++++++++++++++++++++++++++++++++++++- sw5e.js | 2 - 2 files changed, 1290 insertions(+), 3 deletions(-) diff --git a/module/characterImport.js b/module/characterImport.js index 1bb5be3c..0851de7d 100644 --- a/module/characterImport.js +++ b/module/characterImport.js @@ -1 +1,1290 @@ -export default class characterImporter{} \ No newline at end of file +export default class CharacterImporter{ + + // import JSON from sw5e.com + import(){ + this.sourceCharacter = { + "schema_version": 2, + "name": "Strom Klovrah", + "avatar": "", + "bio": "", + "exportedBy": "www.sw5e.com", + "gmnotes": "", + "defaulttoken": "", + "tags": "[]", + "controlledby": "", + "inplayerjournals": "", + "attribs": [ + { + "name": "version", + "current": "2.4", + "max": "", + "id": "" + }, + { + "name": "options-class-selection", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "class", + "current": "Scout", + "max": "", + "id": "" + }, + { + "name": "subclass", + "current": "", + "max": "", + "id": "" + }, + { + "name": "class_display", + "current": " Scout 1", + "max": "", + "id": "" + }, + { + "name": "base_level", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "level", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "pb", + "current": "2", + "max": "", + "id": "" + }, + { + "name": "ac", + "current": "14", + "max": "", + "id": "" + }, + { + "name": "initiative_bonus", + "current": 5, + "max": "", + "id": "" + }, + { + "name": "speed", + "current": "30 ft", + "max": "", + "id": "" + }, + { + "name": "race", + "current": "Human", + "max": "", + "id": "" + }, + { + "name": "race_display", + "current": "Human", + "max": "", + "id": "" + }, + { + "name": "experience", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "background", + "current": "Bounty Hunter", + "max": "", + "id": "" + }, + { + "name": "alignment", + "current": "Chaotic Balanced", + "max": "", + "id": "" + }, + { + "name": "strength", + "current": 8, + "max": "", + "id": "" + }, + { + "name": "strength_base", + "current": "8", + "max": "", + "id": "" + }, + { + "name": "strength_mod", + "current": "-1", + "max": "", + "id": "" + }, + { + "name": "strength_save_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "strength_save_prof", + "current": "(@{pb})", + "max": "", + "id": "" + }, + { + "name": "athletics_bonus", + "current": -1, + "max": "", + "id": "" + }, + { + "name": "athletics_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "athletics_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "dexterity", + "current": 17, + "max": "", + "id": "" + }, + { + "name": "dexterity_base", + "current": "17", + "max": "", + "id": "" + }, + { + "name": "dexterity_mod", + "current": "3", + "max": "", + "id": "" + }, + { + "name": "dexterity_save_bonus", + "current": 5, + "max": "", + "id": "" + }, + { + "name": "dexterity_save_prof", + "current": "(@{pb})", + "max": "", + "id": "" + }, + { + "name": "acrobatics_bonus", + "current": 3, + "max": "", + "id": "" + }, + { + "name": "acrobatics_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "acrobatics_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "sleight_of_hand_bonus", + "current": 3, + "max": "", + "id": "" + }, + { + "name": "sleight_of_hand_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "sleight_of_hand_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "stealth_bonus", + "current": 3, + "max": "", + "id": "" + }, + { + "name": "stealth_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "stealth_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "constitution", + "current": 12, + "max": "", + "id": "" + }, + { + "name": "constitution_base", + "current": "12", + "max": "", + "id": "" + }, + { + "name": "constitution_mod", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "constitution_save_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "constitution_save_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "intelligence", + "current": 13, + "max": "", + "id": "" + }, + { + "name": "intelligence_base", + "current": "13", + "max": "", + "id": "" + }, + { + "name": "intelligence_mod", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "intelligence_save_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "intelligence_save_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "investigation_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "investigation_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "investigation_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "lore_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "lore_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "lore_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "nature_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "nature_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "nature_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "piloting_bonus", + "current": 3, + "max": "", + "id": "" + }, + { + "name": "piloting_prof", + "current": "(@{pb}*@{piloting_type})", + "max": "", + "id": "" + }, + { + "name": "piloting_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "technology_bonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "technology_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "technology_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "wisdom", + "current": 10, + "max": "", + "id": "" + }, + { + "name": "wisdom_base", + "current": "10", + "max": "", + "id": "" + }, + { + "name": "wisdom_mod", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "wisdom_save_bonus", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "wisdom_save_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "animal_handling_bonus", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "animal_handling_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "animal_handling_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "insight_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "insight_prof", + "current": "(@{pb}*@{insight_type})", + "max": "", + "id": "" + }, + { + "name": "insight_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "medicine_bonus", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "medicine_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "medicine_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "perception_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "perception_prof", + "current": "(@{pb}*@{perception_type})", + "max": "", + "id": "" + }, + { + "name": "perception_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "survival_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "survival_prof", + "current": "(@{pb}*@{survival_type})", + "max": "", + "id": "" + }, + { + "name": "survival_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "charisma", + "current": 15, + "max": "", + "id": "" + }, + { + "name": "charisma_base", + "current": "15", + "max": "", + "id": "" + }, + { + "name": "charisma_mod", + "current": "2", + "max": "", + "id": "" + }, + { + "name": "charisma_save_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "charisma_save_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "deception_bonus", + "current": 4, + "max": "", + "id": "" + }, + { + "name": "deception_prof", + "current": "(@{pb}*@{deception_type})", + "max": "", + "id": "" + }, + { + "name": "deception_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "intimidation_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "intimidation_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "intimidation_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "performance_bonus", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "performance_prof", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "performance_type", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "persuasion_bonus", + "current": 4, + "max": "", + "id": "" + }, + { + "name": "persuasion_prof", + "current": "(@{pb}*@{persuasion_type})", + "max": "", + "id": "" + }, + { + "name": "persuasion_type", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemname", + "current": "Combat suit", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemweight", + "current": "10", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemcount", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemname", + "current": "Blaster carbine", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemweight", + "current": "8", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemcount", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemname", + "current": "Power cell", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemweight", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemcount", + "current": "2", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemname", + "current": "Vibrodagger", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemweight", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemcount", + "current": "2", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemname", + "current": "Wristpad", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemweight", + "current": "2", + "max": "", + "id": "" + }, + { + "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemcount", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-MytIGi95NkweuEul5s6_name", + "current": "Galactic Basic", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-MytIGi95NkweuEul5s6_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkname", + "current": "Blaster carbine", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkbonus", + "current": 5, + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkattr_base", + "current": "@{dexterity_mod}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgtype", + "current": "Energy", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgbase", + "current": "1d6", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgattr", + "current": "@{dexterity_mod}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkrange", + "current": "60/240", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atk_desc", + "current": "Ammunition (range 60/240), reload 16, two-handed", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_saveeffect", + "current": " ", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkdmgtype", + "current": "1d6+3 Energy", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase_dmg", + "current": "@{wtype}&{template:dmg} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag} {{dmg1=[[1d6 + 3[DEX]]]}} {{dmg1type=Energy}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globaldamage=[[0]]}} {{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase_crit", + "current": "@{wtype}&{template:dmg} {{crit=1}} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag}{{dmg1=[[1d6 + 3[DEX]]]}} {{dmg1type=Energy}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1d6]]}} {{crit2=[[0]]}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}}{{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}}{{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase", + "current": "@{wtype}&{template:atk} {{mod=@{atkbonus}}} {{rname=[@{atkname}](~repeating_attack_attack_dmg)}} {{rnamec=[@{atkname}](~repeating_attack_attack_crit)}} {{r1=[[@{d20}cs>@{atkcritrange} + 3[DEX] + 2[PROF]]]}} @{rtype}cs>@{atkcritrange} + 3[DEX] + 2[PROF]]]}} {{range=@{atkrange}}} {{desc=@{atk_desc}}} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globalattack=@{global_attack_mod}}} ammo=@{ammo} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkname", + "current": "Unarmed Strike", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkbonus", + "current": 1, + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkattr_base", + "current": "@{strength_mod}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgtype", + "current": "Kinetic", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgbase", + "current": "1", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgattr", + "current": "@{strength_mod}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkrange", + "current": "", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atk_desc", + "current": "", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_saveeffect", + "current": " ", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkdmgtype", + "current": "1+-1 Kinetic", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase_dmg", + "current": "@{wtype}&{template:dmg} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag} {{dmg1=[[1 + -1[STR]]]}} {{dmg1type=Kinetic}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globaldamage=[[0]]}} {{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase_crit", + "current": "@{wtype}&{template:dmg} {{crit=1}} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag}{{dmg1=[[1 + -1[STR]]]}} {{dmg1type=Kinetic}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1]]}} {{crit2=[[0]]}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}}{{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}}{{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase", + "current": "@{wtype}&{template:atk} {{mod=@{atkbonus}}} {{rname=[@{atkname}](~repeating_attack_attack_dmg)}} {{rnamec=[@{atkname}](~repeating_attack_attack_crit)}} {{r1=[[@{d20}cs>@{atkcritrange} + -1[STR] + 2[PROF]]]}} @{rtype}cs>@{atkcritrange} + -1[STR] + 2[PROF]]]}} {{range=@{atkrange}}} {{desc=@{atk_desc}}} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globalattack=@{global_attack_mod}}} ammo=@{ammo} @{charname_output}", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_name", + "current": "Alert", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_source", + "current": "Feat", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_description", + "current": "Always on the lookout for danger, you gain the following benefits:\r\n- You gain a +5 bonus to initiative.\r\n- You can't be surprised while you are conscious.\r\n- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.\r\n", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_display_flag", + "current": "on", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_name", + "current": "Ear to the Ground", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_source", + "current": "Background", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_description", + "current": "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.\r\n", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_display_flag", + "current": "on", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_name", + "current": "All blasters", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_prof_type", + "current": "WEAPON", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_name", + "current": "all vibroweapons", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_prof_type", + "current": "WEAPON", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_name", + "current": "Light armor", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_prof_type", + "current": "ARMOR", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_name", + "current": "medium armor", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_prof_type", + "current": "ARMOR", + "max": "", + "id": "" + }, + { + "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolname", + "current": "Your choice of demolitions kit, security kit, or slicer's kit", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolattr", + "current": "QUERY", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus", + "current": "?{Attribute?|Strength,@{strength_mod}|Dexterity,@{dexterity_mod}|Constitution,@{constitution_mod}|Intelligence,@{intelligence_mod}|Wisdom,@{wisdom_mod}|Charisma,@{charisma_mod}}+0+2", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus_display", + "current": "?", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolattr_base", + "current": "?{Attribute?|Strength,@{strength_mod}|Dexterity,@{dexterity_mod}|Constitution,@{constitution_mod}|Intelligence,@{intelligence_mod}|Wisdom,@{wisdom_mod}|Charisma,@{charisma_mod}}", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus_base", + "current": "(@{pb})", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_tool_mod", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_options-flag", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "hitdietype", + "current": 10, + "max": "", + "id": "" + }, + { + "name": "hitdie_final", + "current": "@{hitdietype}", + "max": "", + "id": "" + }, + { + "name": "personality_traits", + "current": "", + "max": "", + "id": "" + }, + { + "name": "ideals", + "current": "", + "max": "", + "id": "" + }, + { + "name": "bonds", + "current": "", + "max": "", + "id": "" + }, + { + "name": "flaws", + "current": "", + "max": "", + "id": "" + }, + { + "name": "hair", + "current": "", + "max": "", + "id": "" + }, + { + "name": "options-flag-personality", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "options-flag-ideals", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "options-flag-bonds", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "options-flag-flaws", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "height", + "current": "", + "max": "", + "id": "" + }, + { + "name": "eyes", + "current": "", + "max": "", + "id": "" + }, + { + "name": "skin", + "current": "", + "max": "", + "id": "" + }, + { + "name": "age", + "current": "", + "max": "", + "id": "" + }, + { + "name": "character_appearance", + "current": "", + "max": "", + "id": "" + }, + { + "name": "character_backstory", + "current": "", + "max": "", + "id": "" + }, + { + "name": "hp_temp", + "current": "0", + "max": "", + "id": "" + }, + { + "name": "passive_wisdom", + "current": "12", + "max": "", + "id": "" + }, + { + "name": "cr", + "current": 1700, + "max": "", + "id": "" + }, + { + "name": "force_power_points_total", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "force_power_points_expended", + "current": 0, + "max": "", + "id": "" + }, + { + "name": "tech_power_points_total", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "tech_power_points_expended", + "current": 2, + "max": "", + "id": "" + }, + { + "name": "hp", + "current": "11", + "max": "11", + "id": "" + }, + { + "name": "hit_dice", + "current": 1, + "max": "1d10", + "id": "" + } + ], + "abilities": [] + }; + } + + // transform JSON from sw5e.com to Foundry friendly format + // and insert new actor + transform(){ + const name = sourceCharacter.name; + const species = sourceCharacter.attribs.find(o => o.name == "race").current; + const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; + const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current; + const ac = sourceCharacter.attribs.find(o => o.name == "ac").current; + const strength = sourceCharacter.attribs.find(o => o.name == "strength").current; + const dexterity = sourceCharacter.attribs.find(o => o.name == "dexterity").current; + const constitution = sourceCharacter.attribs.find(o => o.name == "constitution").current; + const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current; + const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current; + const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current; + + const targetCharacter = { + name: sourceCharacter.name, + type: "character", + data: { + abilities: { + str: { + value: strength + }, + dex: { + value: dexterity + }, + con: { + value: constitution + }, + int: { + value: intelligence + }, + wis: { + value: wisdom + }, + cha: { + value: charisma + }, + }, + attributes: { + ac: { + value: ac + }, + hp: { + value: hp, + min: 0, + max: hp, + temp: hpTemp + } + } + } + }; + + Actor.create(targetCharacter); + } + + +} + + +/* +var c = new CharacterImporter().import('filename').transform(); +*/ \ No newline at end of file diff --git a/sw5e.js b/sw5e.js index 594e174c..0a04143a 100644 --- a/sw5e.js +++ b/sw5e.js @@ -40,8 +40,6 @@ import * as migrations from "./module/migration.js"; /* -------------------------------------------- */ Hooks.once("init", function() { - console.log("Enabling Hooks debug."); - CONFIG.debug.hooks = true; console.log(`SW5e | Initializing Star Wars 5th Edition System\n${SW5E.ASCII}`); // Create a SW5E namespace within the game global From 435c9e295f253e2714f0d0406c0155838000e28a Mon Sep 17 00:00:00 2001 From: ellimist25 Date: Sat, 14 Nov 2020 00:56:23 -0500 Subject: [PATCH 04/27] More updates --- ...characterImport.js => characterImporter.js} | 18 +++++++++++++++++- sw5e.js | 5 +++++ 2 files changed, 22 insertions(+), 1 deletion(-) rename module/{characterImport.js => characterImporter.js} (97%) diff --git a/module/characterImport.js b/module/characterImporter.js similarity index 97% rename from module/characterImport.js rename to module/characterImporter.js index 0851de7d..37120c0e 100644 --- a/module/characterImport.js +++ b/module/characterImporter.js @@ -1,4 +1,4 @@ -export default class CharacterImporter{ +export default class CharacterImporter { // import JSON from sw5e.com import(){ @@ -1281,6 +1281,22 @@ export default class CharacterImporter{ Actor.create(targetCharacter); } + static addImportButton(){ + console.log("Starting to add Import Character button..."); + const header = $("#actors").find("header.directory-header"); + const search = $("#actors").children().find("div.header-search"); + const newImportButtonDiv = $("#actors").children().find("div.header-actions").clone(); + const newSearch = search.clone(); + + search.remove(); + newImportButtonDiv.attr('id', 'character-sheet-import'); + header.append(newImportButtonDiv); + newImportButtonDiv.children("button").remove(); + newImportButtonDiv.append(""); + newSearch.appendTo(header); + console.log("Finished adding new button!"); + } + } diff --git a/sw5e.js b/sw5e.js index 0a04143a..6c85f3e4 100644 --- a/sw5e.js +++ b/sw5e.js @@ -14,9 +14,11 @@ import { preloadHandlebarsTemplates } from "./module/templates.js"; import { _getInitiativeFormula } from "./module/combat.js"; import { measureDistances, getBarAttribute } from "./module/canvas.js"; + // Import Entities import Actor5e from "./module/actor/entity.js"; import Item5e from "./module/item/entity.js"; +import CharacterImporter from "./module/characterImporter.js"; // Import Applications import AbilityTemplate from "./module/pixi/ability-template.js"; @@ -40,6 +42,8 @@ import * as migrations from "./module/migration.js"; /* -------------------------------------------- */ Hooks.once("init", function() { + console.log("Enabling Hooks debug"); + CONFIG.debug.hooks = true; console.log(`SW5e | Initializing Star Wars 5th Edition System\n${SW5E.ASCII}`); // Create a SW5E namespace within the game global @@ -213,6 +217,7 @@ Hooks.on("getChatLogEntryContext", chat.addChatMessageContextOptions); Hooks.on("renderChatLog", (app, html, data) => Item5e.chatListeners(html)); Hooks.on("renderChatPopout", (app, html, data) => Item5e.chatListeners(html)); Hooks.on('getActorDirectoryEntryContext', Actor5e.addDirectoryContextOptions); +Hooks.on("renderActorDirectory", CharacterImporter.addImportButton()); // TODO I should remove this Handlebars.registerHelper('getProperty', function (data, property) { From c068ebff9ab8fb41dc11175d34d152651f75703c Mon Sep 17 00:00:00 2001 From: ellimist25 Date: Sat, 14 Nov 2020 01:11:43 -0500 Subject: [PATCH 05/27] Finished and tested adding import button --- module/characterImporter.js | 5 +---- sw5e.js | 4 +--- 2 files changed, 2 insertions(+), 7 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index 37120c0e..f48dfa74 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -1281,20 +1281,17 @@ export default class CharacterImporter { Actor.create(targetCharacter); } - static addImportButton(){ - console.log("Starting to add Import Character button..."); + static addImportButton(html){ const header = $("#actors").find("header.directory-header"); const search = $("#actors").children().find("div.header-search"); const newImportButtonDiv = $("#actors").children().find("div.header-actions").clone(); const newSearch = search.clone(); - search.remove(); newImportButtonDiv.attr('id', 'character-sheet-import'); header.append(newImportButtonDiv); newImportButtonDiv.children("button").remove(); newImportButtonDiv.append(""); newSearch.appendTo(header); - console.log("Finished adding new button!"); } diff --git a/sw5e.js b/sw5e.js index 6c85f3e4..92a92a67 100644 --- a/sw5e.js +++ b/sw5e.js @@ -42,8 +42,6 @@ import * as migrations from "./module/migration.js"; /* -------------------------------------------- */ Hooks.once("init", function() { - console.log("Enabling Hooks debug"); - CONFIG.debug.hooks = true; console.log(`SW5e | Initializing Star Wars 5th Edition System\n${SW5E.ASCII}`); // Create a SW5E namespace within the game global @@ -217,7 +215,7 @@ Hooks.on("getChatLogEntryContext", chat.addChatMessageContextOptions); Hooks.on("renderChatLog", (app, html, data) => Item5e.chatListeners(html)); Hooks.on("renderChatPopout", (app, html, data) => Item5e.chatListeners(html)); Hooks.on('getActorDirectoryEntryContext', Actor5e.addDirectoryContextOptions); -Hooks.on("renderActorDirectory", CharacterImporter.addImportButton()); +Hooks.on("renderActorDirectory", (app, html, data) => CharacterImporter.addImportButton(html)); // TODO I should remove this Handlebars.registerHelper('getProperty', function (data, property) { From af2eb1e97e60d405f1870df7b61887d33996001b Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Sun, 15 Nov 2020 15:15:25 -0500 Subject: [PATCH 06/27] Temp --- module/characterImporter.js | 22 +++++++++++++++++++++- 1 file changed, 21 insertions(+), 1 deletion(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index f48dfa74..08f53ff7 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -1281,6 +1281,7 @@ export default class CharacterImporter { Actor.create(targetCharacter); } + /** */ static addImportButton(html){ const header = $("#actors").find("header.directory-header"); const search = $("#actors").children().find("div.header-search"); @@ -1290,8 +1291,27 @@ export default class CharacterImporter { 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(e => { + let file; + let content = '

Saved Character JSONImport

' + + '' + + '
' + + '
'; + let importDialog = new Dialog({ + title: "Import Character from SW5e.com", + content: "HTML Content", + buttons: "The buttons which are disapled as action chjoices for teh dialog", + render: "A callback function invoed when teh dialog is rendered", + close: "Common callback operations to perform when the dialog is closed" + } + + }); + + } From 892be9986e0afa20ecfdb6a9eb6bedade0705b69 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Wed, 9 Dec 2020 00:52:36 -0500 Subject: [PATCH 07/27] Added Dialog. Added the Dialog. However, been unable to get json upload to work. Will change my method to use a textarea input instead. --- examples/Mushu.json | 1 + module/characterImporter.js | 55 ++++++++++++++++++++++++------------- 2 files changed, 37 insertions(+), 19 deletions(-) create mode 100644 examples/Mushu.json diff --git a/examples/Mushu.json b/examples/Mushu.json new file mode 100644 index 00000000..4c71811a --- /dev/null +++ b/examples/Mushu.json @@ -0,0 +1 @@ +{"flavor":{"faction":"","environment":"","description":"","nameIsProper":true,"imageUrl":"https://static.wikia.nocookie.net/disney/images/1/17/Profile_-_Mushu.jpeg/revision/latest?cb=20190425004614","descriptionHtml":""},"stats":{"size":"Small","race":"Dragon","alignment":"Unaligned","armorType":"Natural Armor","armorClass":16,"numHitDie":15,"speed":"40 ft.","abilityScores":{"strength":16,"dexterity":12,"constitution":15,"intelligence":8,"wisdom":14,"charisma":8},"proficiencyBonus":0,"damageVulnerabilities":[],"damageResistances":[],"damageImmunities":["Fire"],"conditionImmunities":[],"senses":["darkvision 60ft.","Passive Oerception 12"],"languages":["Draconic"],"challengeRating":2,"experiencePoints":450,"legendaryActionsPerRound":3,"legendaryActionsDescription":"","savingThrows":[{"ability":"dexterity","proficient":false,"value":1,"modifier":1,"modifierStr":"Dex +1","$$hashKey":"object:1076"},{"ability":"wisdom","proficient":false,"value":2,"modifier":2,"modifierStr":"Wis +2","$$hashKey":"object:1077"}],"skills":[],"additionalAbilities":[],"actions":[{"name":"Bite","description":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6) piercing and 2 fire damage.\n","descriptionHtml":{},"$$hashKey":"object:1060"}],"reactions":[{"name":"Infused Strikes.","description":"When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 [fire] damage","descriptionHtml":{},"$$hashKey":"object:1065"}],"legendaryActions":[],"hitDieSize":10,"armorTypeStr":"(Natural Armor)","abilityScoreModifiers":{"strength":3,"dexterity":1,"constitution":2,"intelligence":-1,"wisdom":2,"charisma":-1},"abilityScoreStrs":{"strength":"16 (+3)","dexterity":"12 (+1)","constitution":"15 (+2)","intelligence":"8 (–1)","wisdom":"14 (+2)","charisma":"8 (–1)"},"extraHealthFromConstitution":30,"hitPoints":112,"hitPointsStr":"112 (15d10 + 30)","passivePerception":12,"challengeRatingStr":"2"},"sharing":{"linkSharingEnabled":true},"_id":"5fd0466f60c2d632c8613e3d","name":"Mushu","__v":0,"publishedBestiaryId":"5fd045c660c2d632c8613e19"} \ No newline at end of file diff --git a/module/characterImporter.js b/module/characterImporter.js index 08f53ff7..ed96c71e 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -1295,29 +1295,46 @@ export default class CharacterImporter { newSearch.appendTo(header); let characterImportButton = $("#cs-import-button"); - characterImportButton.click(e => { - let file; - let content = '

Saved Character JSONImport

' + characterImportButton.click(ev => { + console.log("FISH: character import button pressed. 2") + let files = []; + let content = '

Saved Character JSON Import

' + '' + '
' + '
'; let importDialog = new Dialog({ title: "Import Character from SW5e.com", - content: "HTML Content", - buttons: "The buttons which are disapled as action chjoices for teh dialog", - render: "A callback function invoed when teh dialog is rendered", - close: "Common callback operations to perform when the dialog is closed" - } + content: content, + buttons: { + "Import": { + icon: '', + label: "Import Character", + callback: (e) => { + files = document.querySelector('#sw5e-character-json').files; + if (files){ + for (let i = 0; i < files.length; i++){ + console.log("Importing character..."); + console.log(JSON.stringify(files)); + const readerooni = new FileReader(); + readerooni.onload = async (x) => { + const characterData = JSON.parse(x.target.result); + } + readerooni.readAsText(files[i]); + } + } else { + console.log("No files selected..."); + } + } + }, + "Cancel": { + icon: '', + label: "Cancel", + callback: () => {}, + } + } + }) + importDialog.render(true); }); - - - } - - -} - - -/* -var c = new CharacterImporter().import('filename').transform(); -*/ \ No newline at end of file + } +} \ No newline at end of file From f9a59bb7b930c665c0894e4c367b71765af731b0 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Wed, 9 Dec 2020 09:17:05 -0500 Subject: [PATCH 08/27] v1 of import is working. --- module/characterImporter.js | 1256 +---------------------------------- 1 file changed, 13 insertions(+), 1243 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index ed96c71e..a31f8a13 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -1,1233 +1,9 @@ export default class CharacterImporter { - - // import JSON from sw5e.com - import(){ - this.sourceCharacter = { - "schema_version": 2, - "name": "Strom Klovrah", - "avatar": "", - "bio": "", - "exportedBy": "www.sw5e.com", - "gmnotes": "", - "defaulttoken": "", - "tags": "[]", - "controlledby": "", - "inplayerjournals": "", - "attribs": [ - { - "name": "version", - "current": "2.4", - "max": "", - "id": "" - }, - { - "name": "options-class-selection", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "class", - "current": "Scout", - "max": "", - "id": "" - }, - { - "name": "subclass", - "current": "", - "max": "", - "id": "" - }, - { - "name": "class_display", - "current": " Scout 1", - "max": "", - "id": "" - }, - { - "name": "base_level", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "level", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "pb", - "current": "2", - "max": "", - "id": "" - }, - { - "name": "ac", - "current": "14", - "max": "", - "id": "" - }, - { - "name": "initiative_bonus", - "current": 5, - "max": "", - "id": "" - }, - { - "name": "speed", - "current": "30 ft", - "max": "", - "id": "" - }, - { - "name": "race", - "current": "Human", - "max": "", - "id": "" - }, - { - "name": "race_display", - "current": "Human", - "max": "", - "id": "" - }, - { - "name": "experience", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "background", - "current": "Bounty Hunter", - "max": "", - "id": "" - }, - { - "name": "alignment", - "current": "Chaotic Balanced", - "max": "", - "id": "" - }, - { - "name": "strength", - "current": 8, - "max": "", - "id": "" - }, - { - "name": "strength_base", - "current": "8", - "max": "", - "id": "" - }, - { - "name": "strength_mod", - "current": "-1", - "max": "", - "id": "" - }, - { - "name": "strength_save_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "strength_save_prof", - "current": "(@{pb})", - "max": "", - "id": "" - }, - { - "name": "athletics_bonus", - "current": -1, - "max": "", - "id": "" - }, - { - "name": "athletics_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "athletics_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "dexterity", - "current": 17, - "max": "", - "id": "" - }, - { - "name": "dexterity_base", - "current": "17", - "max": "", - "id": "" - }, - { - "name": "dexterity_mod", - "current": "3", - "max": "", - "id": "" - }, - { - "name": "dexterity_save_bonus", - "current": 5, - "max": "", - "id": "" - }, - { - "name": "dexterity_save_prof", - "current": "(@{pb})", - "max": "", - "id": "" - }, - { - "name": "acrobatics_bonus", - "current": 3, - "max": "", - "id": "" - }, - { - "name": "acrobatics_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "acrobatics_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "sleight_of_hand_bonus", - "current": 3, - "max": "", - "id": "" - }, - { - "name": "sleight_of_hand_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "sleight_of_hand_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "stealth_bonus", - "current": 3, - "max": "", - "id": "" - }, - { - "name": "stealth_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "stealth_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "constitution", - "current": 12, - "max": "", - "id": "" - }, - { - "name": "constitution_base", - "current": "12", - "max": "", - "id": "" - }, - { - "name": "constitution_mod", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "constitution_save_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "constitution_save_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "intelligence", - "current": 13, - "max": "", - "id": "" - }, - { - "name": "intelligence_base", - "current": "13", - "max": "", - "id": "" - }, - { - "name": "intelligence_mod", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "intelligence_save_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "intelligence_save_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "investigation_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "investigation_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "investigation_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "lore_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "lore_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "lore_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "nature_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "nature_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "nature_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "piloting_bonus", - "current": 3, - "max": "", - "id": "" - }, - { - "name": "piloting_prof", - "current": "(@{pb}*@{piloting_type})", - "max": "", - "id": "" - }, - { - "name": "piloting_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "technology_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "technology_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "technology_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "wisdom", - "current": 10, - "max": "", - "id": "" - }, - { - "name": "wisdom_base", - "current": "10", - "max": "", - "id": "" - }, - { - "name": "wisdom_mod", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "wisdom_save_bonus", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "wisdom_save_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "animal_handling_bonus", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "animal_handling_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "animal_handling_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "insight_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "insight_prof", - "current": "(@{pb}*@{insight_type})", - "max": "", - "id": "" - }, - { - "name": "insight_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "medicine_bonus", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "medicine_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "medicine_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "perception_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "perception_prof", - "current": "(@{pb}*@{perception_type})", - "max": "", - "id": "" - }, - { - "name": "perception_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "survival_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "survival_prof", - "current": "(@{pb}*@{survival_type})", - "max": "", - "id": "" - }, - { - "name": "survival_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "charisma", - "current": 15, - "max": "", - "id": "" - }, - { - "name": "charisma_base", - "current": "15", - "max": "", - "id": "" - }, - { - "name": "charisma_mod", - "current": "2", - "max": "", - "id": "" - }, - { - "name": "charisma_save_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "charisma_save_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "deception_bonus", - "current": 4, - "max": "", - "id": "" - }, - { - "name": "deception_prof", - "current": "(@{pb}*@{deception_type})", - "max": "", - "id": "" - }, - { - "name": "deception_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "intimidation_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "intimidation_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "intimidation_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "performance_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "performance_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "performance_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "persuasion_bonus", - "current": 4, - "max": "", - "id": "" - }, - { - "name": "persuasion_prof", - "current": "(@{pb}*@{persuasion_type})", - "max": "", - "id": "" - }, - { - "name": "persuasion_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemname", - "current": "Combat suit", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemweight", - "current": "10", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemcount", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemname", - "current": "Blaster carbine", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemweight", - "current": "8", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemcount", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemname", - "current": "Power cell", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemweight", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemcount", - "current": "2", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemname", - "current": "Vibrodagger", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemweight", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemcount", - "current": "2", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemname", - "current": "Wristpad", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemweight", - "current": "2", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemcount", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-MytIGi95NkweuEul5s6_name", - "current": "Galactic Basic", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-MytIGi95NkweuEul5s6_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkname", - "current": "Blaster carbine", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkbonus", - "current": 5, - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkattr_base", - "current": "@{dexterity_mod}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgtype", - "current": "Energy", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgbase", - "current": "1d6", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgattr", - "current": "@{dexterity_mod}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkrange", - "current": "60/240", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atk_desc", - "current": "Ammunition (range 60/240), reload 16, two-handed", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_saveeffect", - "current": " ", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkdmgtype", - "current": "1d6+3 Energy", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase_dmg", - "current": "@{wtype}&{template:dmg} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag} {{dmg1=[[1d6 + 3[DEX]]]}} {{dmg1type=Energy}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globaldamage=[[0]]}} {{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase_crit", - "current": "@{wtype}&{template:dmg} {{crit=1}} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag}{{dmg1=[[1d6 + 3[DEX]]]}} {{dmg1type=Energy}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1d6]]}} {{crit2=[[0]]}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}}{{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}}{{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase", - "current": "@{wtype}&{template:atk} {{mod=@{atkbonus}}} {{rname=[@{atkname}](~repeating_attack_attack_dmg)}} {{rnamec=[@{atkname}](~repeating_attack_attack_crit)}} {{r1=[[@{d20}cs>@{atkcritrange} + 3[DEX] + 2[PROF]]]}} @{rtype}cs>@{atkcritrange} + 3[DEX] + 2[PROF]]]}} {{range=@{atkrange}}} {{desc=@{atk_desc}}} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globalattack=@{global_attack_mod}}} ammo=@{ammo} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkname", - "current": "Unarmed Strike", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkbonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkattr_base", - "current": "@{strength_mod}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgtype", - "current": "Kinetic", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgbase", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgattr", - "current": "@{strength_mod}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkrange", - "current": "", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atk_desc", - "current": "", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_saveeffect", - "current": " ", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkdmgtype", - "current": "1+-1 Kinetic", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase_dmg", - "current": "@{wtype}&{template:dmg} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag} {{dmg1=[[1 + -1[STR]]]}} {{dmg1type=Kinetic}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globaldamage=[[0]]}} {{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase_crit", - "current": "@{wtype}&{template:dmg} {{crit=1}} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag}{{dmg1=[[1 + -1[STR]]]}} {{dmg1type=Kinetic}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1]]}} {{crit2=[[0]]}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}}{{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}}{{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase", - "current": "@{wtype}&{template:atk} {{mod=@{atkbonus}}} {{rname=[@{atkname}](~repeating_attack_attack_dmg)}} {{rnamec=[@{atkname}](~repeating_attack_attack_crit)}} {{r1=[[@{d20}cs>@{atkcritrange} + -1[STR] + 2[PROF]]]}} @{rtype}cs>@{atkcritrange} + -1[STR] + 2[PROF]]]}} {{range=@{atkrange}}} {{desc=@{atk_desc}}} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globalattack=@{global_attack_mod}}} ammo=@{ammo} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_name", - "current": "Alert", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_source", - "current": "Feat", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_description", - "current": "Always on the lookout for danger, you gain the following benefits:\r\n- You gain a +5 bonus to initiative.\r\n- You can't be surprised while you are conscious.\r\n- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.\r\n", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_display_flag", - "current": "on", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_name", - "current": "Ear to the Ground", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_source", - "current": "Background", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_description", - "current": "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.\r\n", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_display_flag", - "current": "on", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_name", - "current": "All blasters", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_prof_type", - "current": "WEAPON", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_name", - "current": "all vibroweapons", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_prof_type", - "current": "WEAPON", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_name", - "current": "Light armor", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_prof_type", - "current": "ARMOR", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_name", - "current": "medium armor", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_prof_type", - "current": "ARMOR", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolname", - "current": "Your choice of demolitions kit, security kit, or slicer's kit", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolattr", - "current": "QUERY", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus", - "current": "?{Attribute?|Strength,@{strength_mod}|Dexterity,@{dexterity_mod}|Constitution,@{constitution_mod}|Intelligence,@{intelligence_mod}|Wisdom,@{wisdom_mod}|Charisma,@{charisma_mod}}+0+2", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus_display", - "current": "?", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolattr_base", - "current": "?{Attribute?|Strength,@{strength_mod}|Dexterity,@{dexterity_mod}|Constitution,@{constitution_mod}|Intelligence,@{intelligence_mod}|Wisdom,@{wisdom_mod}|Charisma,@{charisma_mod}}", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus_base", - "current": "(@{pb})", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_tool_mod", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "hitdietype", - "current": 10, - "max": "", - "id": "" - }, - { - "name": "hitdie_final", - "current": "@{hitdietype}", - "max": "", - "id": "" - }, - { - "name": "personality_traits", - "current": "", - "max": "", - "id": "" - }, - { - "name": "ideals", - "current": "", - "max": "", - "id": "" - }, - { - "name": "bonds", - "current": "", - "max": "", - "id": "" - }, - { - "name": "flaws", - "current": "", - "max": "", - "id": "" - }, - { - "name": "hair", - "current": "", - "max": "", - "id": "" - }, - { - "name": "options-flag-personality", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "options-flag-ideals", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "options-flag-bonds", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "options-flag-flaws", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "height", - "current": "", - "max": "", - "id": "" - }, - { - "name": "eyes", - "current": "", - "max": "", - "id": "" - }, - { - "name": "skin", - "current": "", - "max": "", - "id": "" - }, - { - "name": "age", - "current": "", - "max": "", - "id": "" - }, - { - "name": "character_appearance", - "current": "", - "max": "", - "id": "" - }, - { - "name": "character_backstory", - "current": "", - "max": "", - "id": "" - }, - { - "name": "hp_temp", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "passive_wisdom", - "current": "12", - "max": "", - "id": "" - }, - { - "name": "cr", - "current": 1700, - "max": "", - "id": "" - }, - { - "name": "force_power_points_total", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "force_power_points_expended", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "tech_power_points_total", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "tech_power_points_expended", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "hp", - "current": "11", - "max": "11", - "id": "" - }, - { - "name": "hit_dice", - "current": 1, - "max": "1d10", - "id": "" - } - ], - "abilities": [] - }; - } - // transform JSON from sw5e.com to Foundry friendly format // and insert new actor - transform(){ + static transform(rawCharacter){ + const sourceCharacter = JSON.parse(rawCharacter); + // v1 - just import the very basics: name, species, hp, ac and abilities const name = sourceCharacter.name; const species = sourceCharacter.attribs.find(o => o.name == "race").current; const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; @@ -1240,6 +16,8 @@ export default class CharacterImporter { const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current; const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current; + + const targetCharacter = { name: sourceCharacter.name, type: "character", @@ -1298,10 +76,14 @@ export default class CharacterImporter { characterImportButton.click(ev => { console.log("FISH: character import button pressed. 2") let files = []; - let content = '

Saved Character JSON Import

' + let contentOld = '

Saved Character JSON Import

' + '' + '
' + '
'; + let content = '

Saved Character JSON Import

' + + ' ' + + '
' + + ''; let importDialog = new Dialog({ title: "Import Character from SW5e.com", content: content, @@ -1310,21 +92,9 @@ export default class CharacterImporter { icon: '', label: "Import Character", callback: (e) => { - files = document.querySelector('#sw5e-character-json').files; - if (files){ - for (let i = 0; i < files.length; i++){ - console.log("Importing character..."); - console.log(JSON.stringify(files)); - const readerooni = new FileReader(); - readerooni.onload = async (x) => { - const characterData = JSON.parse(x.target.result); - - } - readerooni.readAsText(files[i]); - } - } else { - console.log("No files selected..."); - } + let characterData = $('#character-json').val(); + console.log('Parsing Character JSON'); + CharacterImporter.transform(characterData); } }, "Cancel": { From 58c1548b81dc4aba16d51af16cec27b207a3ddcc Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Wed, 9 Dec 2020 09:31:30 -0500 Subject: [PATCH 09/27] Merging with upsteam/master --- sw5e.js | 4 ---- 1 file changed, 4 deletions(-) diff --git a/sw5e.js b/sw5e.js index 9756436e..b69d1a61 100644 --- a/sw5e.js +++ b/sw5e.js @@ -235,9 +235,6 @@ Hooks.on("getChatLogEntryContext", chat.addChatMessageContextOptions); Hooks.on("renderChatLog", (app, html, data) => Item5e.chatListeners(html)); Hooks.on("renderChatPopout", (app, html, data) => Item5e.chatListeners(html)); Hooks.on('getActorDirectoryEntryContext', Actor5e.addDirectoryContextOptions); -<<<<<<< HEAD - -======= Hooks.on("renderSceneDirectory", (app, html, data)=> { //console.log(html.find("header.folder-header")); setFolderBackground(html); @@ -258,7 +255,6 @@ Hooks.on("renderRollTableDirectory", (app, html, data)=> { Hooks.on("ActorSheet5eCharacterNew", (app, html, data) => { console.log("renderSwaltSheet"); }); ->>>>>>> upstream/master // TODO I should remove this Handlebars.registerHelper('getProperty', function (data, property) { return getProperty(data, property); From 9315047183d4ba647db599efc533e63c664cb6b8 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Wed, 9 Dec 2020 09:32:09 -0500 Subject: [PATCH 10/27] Fixed typo --- sw5e.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/sw5e.js b/sw5e.js index b69d1a61..75f0b699 100644 --- a/sw5e.js +++ b/sw5e.js @@ -241,7 +241,7 @@ Hooks.on("renderSceneDirectory", (app, html, data)=> { }); Hooks.on("renderActorDirectory", (app, html, data)=> { setFolderBackground(html); - CharacterImporter.addImportButton(html)); + CharacterImporter.addImportButton(html); }); Hooks.on("renderItemDirectory", (app, html, data)=> { setFolderBackground(html); From a291d0c909a5b61fad038336087a6d0f63b2cfab Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Wed, 9 Dec 2020 21:39:51 -0500 Subject: [PATCH 11/27] Skills and proficiencies done. Class & lvl bump broken. --- .DS_Store | Bin 6148 -> 10244 bytes examples/.DS_Store | Bin 6148 -> 6148 bytes examples/level-1/testCode.js | 205 +++++++++++++++++++++++ module/characterImporter.js | 308 ++++++++++++++++++++++++----------- packs/packs/classes.db | 12 +- 5 files changed, 416 insertions(+), 109 deletions(-) create mode 100644 examples/level-1/testCode.js diff --git a/.DS_Store b/.DS_Store index 010c83b4bfc483c6bae88fef73af045343962a1c..eecafbf40d8308e8a0aaa0f62ce62e1d66efe63c 100644 GIT binary patch literal 10244 zcmeHM&ube;6n-m9@yc$90|pa9={gVyBr#H3=Lex6+w#GXgro`yp(*joQe?%FR#;M0 z*Huv|EtHVZOCg8k56G>5Lddz$_E6ee0?xrDmw*qwB&6TWj#h89E1yD0U=fjVk2C2e?EO(JyMK#8k@(NDKN@DW!8OUbP-Vng+vwVZbn8 z7%&VN2Hq70@Xi*+9`~iW8U_plhJk_WE{=1;C@2fKsrih zlWE?a>S%WqE~8}Em%ch#>hNKynJslfvE=L+-;r>#GQKod!+>ER z%z!w%$7zO2RHi0BzdNtCj`F^$m(AuYULI}s>b+;LzJK(1PVX=5+FxJoe;b%Sbpfha z@kRQIT&hx?D!6YfRlF57hgimEP>;NpMZm-Oe7jLs_}}vNO1aTYrT(^JBk{zZQQICH z8{0efWp34L=bCP_)tGnJzYtFs+~#Ut-Cy#&N^tMyFPDq$>l2d;UajetYsGb`TrLy= zxpt*oD|qdBuT?8FUHouoZ= zIQ`kua&_bD&2Kv2-k08xrM5EK=RXJ62T{KA*idZrVibnQXnSL;7o!l*Rj(hb-Ecf+ z6w6@Ba13tc)@v27RzjcfCqXyJqZ&0s(R_$r9!-YSd`omD^>MgYYyWLOQJKf|xj)ee z&6C8hn1IHS^DX3E9Tt~m{>{+ML94B)0juLcy6~^0=c@I?Fr4Na{q!Ah!5G}L9}oQ7 z^NjWP;}q4ec||{CXgM}kQpk^;2>T>Xx9|2EAA{R>@~&o|)aATK_3QRM#n3cLXK9HR zXpzoSjuv$mV=fRpNA_TE@Tef;R2;zmz8hBaD&F}ESZyrs*`IfUl`??ovp)=@d6=kU z8rqMHa%qLua4lh1JC2O;guxwAtf3)D?s4Lye_jH~#^L@> zPcA+U)=N^tj9gcO pXO!&vQmUg}szbh|KLd*VlrrpW&rd7EFxsibod3=F|Ghc?{}0d17773W delta 160 zcmZn(XfcprU|?W$DortDU=RQ@Ie-{MGjdE!6q~50D9QrjfW-igVHpgC`~~ zXJnbYKv0nxC<~-TCf^X`;jlDo`nq@hAxDtFBq3D(WDOzSjcI9Yi`h9i1VOrhK!6)a exPt83nE0J}GQW!DWFHl2R*;JrHplbKVFmz?Z6nhF diff --git a/examples/.DS_Store b/examples/.DS_Store index 010c516c5e55c63ae001eefddb3b84930423b4c1..635000445f11e3c07f4c92c76dad7fb744156dd7 100644 GIT binary patch delta 574 zcmZoMXfc=|#>B!ku~2NHo}wr(0|Nsi1A_nqLk@#3gP~_mesWUIW<%!X%=I8CcA#)7 zLm3bwN#`d4Wq>*utbthLKNtX67^;)Xiwlx+z^czA735?VmlzmaXJle#VP#|I;Naro z;^m4B&d4thE=epYEp|#QiU#ol5=%0Yfb4n@CnP^V2gCuh6O+O+Q_JH8M4a>UN)j{k zQj5U4GgDH5N@Bt@^HTE5o$^cbQi{RqgCP2 z76w3$fq`LdEhmS#s-dlCLT+VMbxm#E9I$7k85n^90|xw18b-~X%){iMvoHJc-{u2{ z9D$-}!IYby;sW(J2SnB63MNx4!?NI_yqx^Jbf6B9(WtsiAz=>>+?7BTu)v)>o5@ip zs||;JrpWd|R88h!R@diZ@MS1vC}zk2l6nkTKvq6O9;z*j;s{$d7P>NSX6NAN0HzLL Y3i!@EnP0?_1L#mDpc;nF5h81t0eZ`vaR2}S delta 138 zcmZoMXfc=|#>B)qu~2NHo}wrR0|Nsi1A_nqLk@#3gJDj(VQ_N(#=_-{j2x3ySRL5T z+CRLzcm3oEtRj=^Sa}d!)5(Ht`fTprU|Bad1sF4jO?|T{hY-uehGU!AIruq%Hf o.name == "race").current; + const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; + const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current; + const ac = sourceCharacter.attribs.find(o => o.name == "ac").current; + const strength = sourceCharacter.attribs.find(o => o.name == "strength").current; + const dexterity = sourceCharacter.attribs.find(o => o.name == "dexterity").current; + const constitution = sourceCharacter.attribs.find(o => o.name == "constitution").current; + const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current; + const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current; + const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current; + + // v2 - import skills and proficiencies + const targetCharacter = { + name: sourceCharacter.name, + type: "character", + data: { + abilities: { + str: { + value: strength, + proficient: CharacterImporter.isProficient('strength_save', sourceCharacter) + }, + dex: { + value: dexterity, + proficient: CharacterImporter.isProficient('dexterity_save', sourceCharacter) + }, + con: { + value: constitution, + proficient: CharacterImporter.isProficient('constitution_save', sourceCharacter) + }, + int: { + value: intelligence, + proficient: CharacterImporter.isProficient('intelligence_save', sourceCharacter) + }, + wis: { + value: wisdom, + proficient: CharacterImporter.isProficient('wisdom_save', sourceCharacter) + }, + cha: { + value: charisma, + proficient: CharacterImporter.isProficient('charisma_save', sourceCharacter) + }, + }, + attributes: { + ac: { + value: ac + }, + hp: { + value: hp, + min: 0, + max: hp, + temp: hpTemp + } + }/*, + skills: { + "acr": { + value: CharacterImporter.fetchSkill('acrobatics', sourceCharacter), + "ability": "dex" + }, + "ani": { + value: CharacterImporter.fetchSkill('animal_handling', sourceCharacter), + "ability": "wis" + }, + "ath": { + value: CharacterImporter.fetchSkill('athletics', sourceCharacter), + "ability": "str" + }, + "dec": { + value: CharacterImporter.fetchSkill('deception', sourceCharacter), + "ability": "cha" + }, + "ins": { + value: CharacterImporter.fetchSkill('insight', sourceCharacter), + "ability": "wis" + }, + "itm": { + value: CharacterImporter.fetchSkill('intimidation', sourceCharacter), + "ability": "cha" + }, + "inv": { + value: CharacterImporter.fetchSkill('investigation', sourceCharacter), + "ability": "int" + }, + "lor": { + value: CharacterImporter.fetchSkill('lore', sourceCharacter), + "ability": "int" + }, + "med": { + value: CharacterImporter.fetchSkill('medicine', sourceCharacter), + "ability": "wis" + }, + "nat": { + value: CharacterImporter.fetchSkill('nature', sourceCharacter), + "ability": "int" + }, + "pil": { + value: CharacterImporter.fetchSkill('piloting', sourceCharacter), + "ability": "int" + }, + "prc": { + value: CharacterImporter.fetchSkill('perception', sourceCharacter), + "ability": "wis" + }, + "prf": { + value: CharacterImporter.fetchSkill('performance', sourceCharacter), + "ability": "cha" + }, + "per": { + value: CharacterImporter.fetchSkill('persusasion', sourceCharacter), + "ability": "cha" + }, + "slt": { + value: CharacterImporter.fetchSkill('sleight_of_hand', sourceCharacter), + "ability": "dex" + }, + "ste": { + value: CharacterImporter.fetchSkill('stealth', sourceCharacter), + "ability": "dex" + }, + "sur": { + value: CharacterImporter.fetchSkill('survival', sourceCharacter), + "ability": "wis" + }, + "tec": { + value: CharacterImporter.fetchSkill('technology', sourceCharacter), + "ability": "int" + } + }*/ + } + }; + + Actor.create(targetCharacter); + } + + 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'); + header.append(newImportButtonDiv); + newImportButtonDiv.children("button").remove(); + newImportButtonDiv.append(""); + newSearch.appendTo(header); + + let characterImportButton = $("#cs-import-button"); + characterImportButton.click(ev => { + console.log("FISH: character import button pressed. 2") + let files = []; + let contentOld = '

Saved Character JSON Import

' + + '' + + '
' + + '
'; + let content = '

Saved Character JSON Import

' + + ' ' + + '
' + + ''; + let importDialog = new Dialog({ + title: "Import Character from SW5e.com", + content: content, + buttons: { + "Import": { + icon: '', + label: "Import Character", + callback: (e) => { + let characterData = $('#character-json').val(); + console.log('Parsing Character JSON'); + CharacterImporter.transform(characterData); + } + }, + "Cancel": { + icon: '', + label: "Cancel", + callback: () => {}, + } + } + }) + importDialog.render(true); + }); + } + + static isProficient(ability, sourceCharacter){ + let abilitySaveProf = ability + "_save_prof"; + let prof = sourceCharacter.attribs.find(o => o.name == abilitySaveProf).current; + if (prof == "(@{pb})") { + console.log("DEBUG Prof: true"); + return 1 + } else { + console.log("DEBUG Prof: false"); + return 0 + } + } + + static fetchSkill(skill, source){ + return source.attribs.find(o => o.name == skill+'_mod').current; + } + +} \ No newline at end of file diff --git a/module/characterImporter.js b/module/characterImporter.js index a31f8a13..c3b1d22a 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -1,110 +1,220 @@ export default class CharacterImporter { - // transform JSON from sw5e.com to Foundry friendly format - // and insert new actor - static transform(rawCharacter){ - const sourceCharacter = JSON.parse(rawCharacter); - // v1 - just import the very basics: name, species, hp, ac and abilities - const name = sourceCharacter.name; - const species = sourceCharacter.attribs.find(o => o.name == "race").current; - const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; - const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current; - const ac = sourceCharacter.attribs.find(o => o.name == "ac").current; - const strength = sourceCharacter.attribs.find(o => o.name == "strength").current; - const dexterity = sourceCharacter.attribs.find(o => o.name == "dexterity").current; - const constitution = sourceCharacter.attribs.find(o => o.name == "constitution").current; - const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current; - const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current; - const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current; - + // transform JSON from sw5e.com to Foundry friendly format + // and insert new actor + static async transform(rawCharacter){ + const sourceCharacter = JSON.parse(rawCharacter); + // v1 - just import the very basics: name, species, hp, ac and abilities + const name = sourceCharacter.name; + const species = sourceCharacter.attribs.find(o => o.name == "race").current; + const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; + const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current; + const ac = sourceCharacter.attribs.find(o => o.name == "ac").current; + const strength = sourceCharacter.attribs.find(o => o.name == "strength").current; + const dexterity = sourceCharacter.attribs.find(o => o.name == "dexterity").current; + const constitution = sourceCharacter.attribs.find(o => o.name == "constitution").current; + const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current; + const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current; + const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current; - const targetCharacter = { - name: sourceCharacter.name, - type: "character", - data: { - abilities: { - str: { - value: strength - }, - dex: { - value: dexterity - }, - con: { - value: constitution - }, - int: { - value: intelligence - }, - wis: { - value: wisdom - }, - cha: { - value: charisma - }, + // v2 - skills and proficiencies + const strengthSaveProf = sourceCharacter.attribs.find(o => o.name == 'strength_save_prof').current ? 1 : 0; + const dexteritySaveProf = sourceCharacter.attribs.find(o => o.name == 'dexterity_save_prof').current ? 1 : 0; + const constitutionSaveProf = sourceCharacter.attribs.find(o => o.name == 'constitution_save_prof').current ? 1 : 0; + const intelligenceSaveProf = sourceCharacter.attribs.find(o => o.name == 'intelligence_save_prof').current ? 1 : 0; + const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0; + const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0; + + const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; + const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; + const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; + const deceptionSkill = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; + const insightSkill = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; + const intimidationSkill = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; + const investigationSkill = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; + const loreSkill = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; + const medicineSkill = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; + const natureSkill = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; + const pilotingSkill = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; + const perceptionSkill = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; + const performanceSkill = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; + const persuasionSkill = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; + const sleightOfHandSkill = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; + const stealthSkill = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; + const survivalSkill = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; + const technologySkill = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; + + const targetCharacter = { + name: sourceCharacter.name, + type: "character", + data: { + abilities: { + str: { + value: strength, + proficient: strengthSaveProf }, - attributes: { - ac: { - value: ac + dex: { + value: dexterity, + proficient: dexteritySaveProf + }, + con: { + value: constitution, + proficient: constitutionSaveProf + }, + int: { + value: intelligence, + proficient: intelligenceSaveProf + }, + wis: { + value: wisdom, + proficient: wisdomSaveProf + }, + cha: { + value: charisma, + proficient: charismaSaveProf + }, + }, + attributes: { + ac: { + value: ac + }, + hp: { + value: hp, + min: 0, + max: hp, + temp: hpTemp + } + }, + skills: { + acr: { + value: acrobaticsSkill, + ability: "dex" }, - hp: { - value: hp, - min: 0, - max: hp, - temp: hpTemp + ani: { + value: animalHandlingSkill, + ability: "wis" + }, + ath: { + value: athleticsSkill, + ability: "str" + }, + dec: { + value: deceptionSkill, + ability: "cha" + }, + ins: { + value: insightSkill, + ability: "wis" + }, + itm: { + value: intimidationSkill, + ability: "cha" + }, + inv: { + value: investigationSkill, + ability: "int" + }, + lor: { + value: loreSkill, + ability: "int" + }, + med: { + value: medicineSkill, + ability: "wis" + }, + nat: { + value: natureSkill, + ability: "int" + }, + pil: { + value: pilotingSkill, + ability: "int" + }, + prc: { + value: perceptionSkill, + ability: "wis" + }, + prf: { + value: performanceSkill, + ability: "cha" + }, + per: { + value: persuasionSkill, + ability: "cha" + }, + slt: { + value: sleightOfHandSkill, + ability: "dex" + }, + ste: { + value: stealthSkill, + ability: "dex" + }, + sur: { + value: survivalSkill, + ability: "wis" + }, + tec: { + value: technologySkill, + ability: "int" } } - } - }; + } + }; - Actor.create(targetCharacter); - } + let newActor = await Actor.create(targetCharacter); + let actor = await game.actors.get(newActor.id); + let classes = await game.packs.get('sw5e.classes'); + let content = await classes.getContent(); + let scout = content.find(o => o.name == 'Scout'); + console.log(actor); + console.log(classes); + console.log(content); + console.log(Object.entries(actor.apps)) + console.log(Object.keys(actor.apps)) + console.log(Object.values(actor.apps)) + //actor.apps[46]._onDropItemCreate(scout); + } - /** */ - 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'); - header.append(newImportButtonDiv); - newImportButtonDiv.children("button").remove(); - newImportButtonDiv.append(""); - newSearch.appendTo(header); + 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'); + header.append(newImportButtonDiv); + newImportButtonDiv.children("button").remove(); + newImportButtonDiv.append(""); + newSearch.appendTo(header); - let characterImportButton = $("#cs-import-button"); - characterImportButton.click(ev => { - console.log("FISH: character import button pressed. 2") - let files = []; - let contentOld = '

Saved Character JSON Import

' - + '' - + '
' - + '
'; - let content = '

Saved Character JSON Import

' - + ' ' - + '
' - + ''; - let importDialog = new Dialog({ - title: "Import Character from SW5e.com", - content: content, - buttons: { - "Import": { - icon: '', - label: "Import Character", - callback: (e) => { - let characterData = $('#character-json').val(); - console.log('Parsing Character JSON'); - CharacterImporter.transform(characterData); - } - }, - "Cancel": { - icon: '', - label: "Cancel", - callback: () => {}, - } - } - }) - importDialog.render(true); - }); - } + let characterImportButton = $("#cs-import-button"); + characterImportButton.click(ev => { + let content = '

Saved Character JSON Import

' + + ' ' + + '
' + + ''; + let importDialog = new Dialog({ + title: "Import Character from SW5e.com", + content: content, + buttons: { + "Import": { + icon: '', + label: "Import Character", + callback: (e) => { + let characterData = $('#character-json').val(); + console.log('Parsing Character JSON'); + CharacterImporter.transform(characterData); + } + }, + "Cancel": { + icon: '', + label: "Cancel", + callback: () => {}, + } + } + }) + importDialog.render(true); + }); + } } \ No newline at end of file diff --git a/packs/packs/classes.db b/packs/packs/classes.db index 4fd793ed..5349f311 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -1,18 +1,10 @@ {"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

\n

The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

\n

Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

\n

Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

\n

The Middle of the Road

\n

The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

\n

Solitary Action

\n

Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

\n

While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the @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":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Sentinel
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelKinetic Combat
1st+2Forcecasting, Led by the Force731st-
2nd+2Force-Empowered Self, Sentinel Ideals961std4
3rd+2Sentinel Calling1192ndd4
4th+2Ability Score Improvement13122ndd4
5th+3Extra Attack15152ndd6
6th+3Sentinel Ideals (three ideals)17183rdd6
7th+3Calling feature18213rdd6
8th+3Ability Score Improvement19243rdd6
9th+4Sentinel Ideals (three manifestations)21274thd8
10th+4Battle Readiness22304thd8
11th+4Sentinel Ideals (four ideals)24335thd8
12th+4Ability Score Improvement25365thd8
13th+5Calling feature26395thd10
14th+5-28426thd10
15th+5Enlightened Evasion29456thd10
16th+5Ability Score Improvement30486thd10
17th+6Sentinel Ideals (four manifestations)32517thd12
18th+6Calling feature33547thd12
19th+6Ability Score Improvement34577thd12
20th+6Center of the Force35607thd12
\n
\n
\n

Class Features

\n

As a Sentinel, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Sentinel level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Charisma

\n

Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) two simple lightweapons or vibroweapons or (b) one martial lightweapon or vibroweapon with which you are proficient
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • (a) a demolitions kit, (b) a security kit, or (c) a slicer’s kit
  • \n
  • a combat suit and a light physical shield
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Sentinel1,000 + 3d4 x 100 cr
\n

Forcecasting

\n

Beginning at 1st level, In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Led by the Force

\n

Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

\n

Force-Empowered Self

\n

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n

Deflection

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n

Double Strike

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n

Slow Time

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n

Sentinel Ideals

\n

Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n

Sentinel Calling

\n

When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Battle Readiness

\n

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

\n

Enlightened Evasion

\n

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

\n

Center of the Force

\n

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n

Sentinel Ideals

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n

Ideal of the Agile

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n

Ideal of the Artisan

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

Ideal of the Contender

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n

Ideal of the Fighter

\n

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

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n

Ideal of the Hunter

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n

Ideal of the Steadfast

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier + any bonuses to melee weapon attack rolls). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they take damage as if suffering a critical hit.

\n

Ideal of the Titan

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n

Ideal of the Tranquil

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n

Ideal of the Vigorous

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

"},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

Sentinel Callings

\n

Different sentinels select different callings, called Paths, to follow as they hone their powers. Your calling grants you features at 3rd, 7th, 13th, and 18th level.

\n

@Compendium[sw5e.archetypes.3GmBJl9h0FpyIKFg]{Path of Aggression}

\n

@Compendium[sw5e.archetypes.qlg4myujDRxt6FXB]{Path of Communion}

\n

@Compendium[sw5e.archetypes.9AQImD6JBpd9c1UK]{Path of the Corsair}

\n

@Compendium[sw5e.archetypes.pnWaHtbho4xgFpIU]{Path of Etherealness}

\n

@Compendium[sw5e.archetypes.xIgy4jaHPhmry1Ub]{Path of Focus}

\n

@Compendium[sw5e.archetypes.4afEpKVpPAUq3lMe]{Path of the Forceblade}

\n

@Compendium[sw5e.archetypes.X3FsoSbXFXkvJvZO]{Path of Shadows}

\n

@Compendium[sw5e.archetypes.tND6Q1akd5unb3jf]{Path of Synthesis}

\n

@Compendium[sw5e.archetypes.BtUr8K0noVfAE11J]{Path of Tenacity}

\n

@Compendium[sw5e.archetypes.VRfBQKAhumWExGiy]{Path of Witchcraft}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":5,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakram","mode":"+","targetSpecific":false,"id":6,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleblade","mode":"+","targetSpecific":false,"id":7,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesaber","mode":"+","targetSpecific":false,"id":8,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleshoto","mode":"+","targetSpecific":false,"id":9,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesword","mode":"+","targetSpecific":false,"id":10,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"hidden blade","mode":"+","targetSpecific":false,"id":11,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"lightfoil","mode":"+","targetSpecific":false,"id":12,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"light ring","mode":"+","targetSpecific":false,"id":13,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":14,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrorapier","mode":"+","targetSpecific":false,"id":15,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":16,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[]}]}},"img":"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":"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 Scout
LevelProficiency BonusFeaturesRanger's QuarryTech Powers KnownTech PointsMax Power Level
1st+2Ranger's Quarry, Pathfinderd4---
2nd+2Techcasting, Fighting Styled4421st
3rd+2Scout Routine, Scout Techniqued4531st
4th+2Ability Score Improvementd4641st
5th+3Extra Attackd6752nd
6th+3Expertised6862nd
7th+3Technique feature, Scout Routine (two routines)d6972nd
8th+3Ability Score Improvementd61082nd
9th+4Scout Routine (15-foot radius)d81293rd
10th+4Commandod813103rd
11th+4Technique featured814113rd
12th+4Ability Score Improvementd815123rd
13th+5-d1016134th
14th+5Expertise, Combat Techd1017144th
15th+5Technique feature, Scout Routine (three routines)d1018154th
16th+5Ability Score Improvementd1019164th
17th+6Scout Routine (30-foot radius)d1220175th
18th+6Supreme Awarenessd1221185th
19th+6Ability Score Improvementd1222195th
20th+6Foe Slayerd1223205th
\n
\n
\n

Class Features

\n

As a Scout, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Scout level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster carbine, and two power cells
  • \n
  • (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scout8d4 x 100 cr
\n

Ranger's Quarry

\n

Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n
    \n
  • Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon's damage. This die changes as you gain scout levels, as shown in the Ranger's Quarry Damage Die column of the scout class table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it's on the same planet as you.
  • \n
\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

\n

Pathfinder

\n

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn't slow your group's travel.
  • \n
  • You can't become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
  • \n
\n

Techcasting

\n

Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus +your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Scout Routine

\n

Beginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

\n

Scout Technique

\n

Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Expertise

\n

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Commando

\n

Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

\n

Combat Tech

\n

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

\n

Supreme Awareness

\n

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

\n

Foe Slayer

\n

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.

\n

Scout Routines

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

Adaptability Routine

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Maven’s Routine

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Mesmer’s Routine

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Nomad’s Routine

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Responder’s Routine

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

Sharpshooter’s Routine

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

Strider’s Routine

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Warden’s Routine

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

"},"className":{"value":"Scout"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"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":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

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.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

\n

@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

\n

@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.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":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

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}

"}},"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

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

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

\n

Fyrnock’s Instinct

\n

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

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

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

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.

\n

@Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"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":"none","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.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":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

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

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

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

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}

\n

@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}

\n

@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Engineer.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":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

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

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

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

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech 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.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":"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
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Monk
LevelProficiency BonusFeaturesMartial ArtsFocus PointsMonastic VowsUnarmored Movement
1st+2Martial Arts, Unarmored Defensed4---
2nd+2Focus, Monastic Vowsd422-
3rd+2Unarmored Movement, Deflect Missiles, Monastic Orderd432+10 ft.
4th+2Ability Score Improvement, Slow Falld442+10 ft.
5th+3Extra Attack, Stunning Striked652+15 ft.
6th+3Enhanced Strikes, Monastic Order featured662+15 ft.
7th+3Evasion, Stillness of Mindd673+15 ft.
8th+3Ability Score Improvementd683+15 ft.
9th+4Unarmored Movement Improvementd893+20 ft.
10th+4Ability Score Improvementd8103+20 ft.
11th+4Monastic Order featured8113+20 ft.
12th+4Ability Score Improvementd8123+20 ft.
13th+5Purity of Bodyd10134+25 ft.
14th+5Diamond Sould10144+25 ft.
15th+5Timeless Vesseld10154+25 ft.
16th+5Ability Score Improvementd10164+25 ft.
17th+6Monastic Order featured12175+30 ft.
18th+6Empty Bodyd12185+30 ft.
19th+6Ability Score Improvementd12195+30 ft.
20th+6Perfect Selfd12205+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a chakram, (b) a techblade, (c) a simple vibroweapon, or (d) a simple blaster and a power cell
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 vibrodarts
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk4d4 x 100 cr
\n

 

\n

Martial Arts

\n

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n
    \n
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
  • \n
  • You can take the Dash and Disengage actions as a bonus action.
  • \n
\n
\n

Variant: Monks with Lightweapons
If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
\n

Unarmored Defense

\n

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n

Patient Defense

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n

Step of the Wind

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n

Monastic Vows

\n

Also at 2nd level, you’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

Unarmored Movement

\n

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Deflect Missiles

\n

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

\n

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

\n

Monastic Order

\n

Lastly at 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Enhanced Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Vessel

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

\n

Monastic Vows

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n

Vow of Deflection

\n

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

\n

Vow of the Devoted

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

\n

Vow of Fate

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Vow of the Fighter

\n

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

\n

Vow of Fortitude

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n

Vow of Freedom

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Vow of Intuition

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

Vow of the Limber

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n

Vow of Mettle

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Mortal

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Nemesis

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn't restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n

Vow of the Open Mind

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

Vow of Precision

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n

Vow of Requital

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n

Vow of Restoration

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

Vow of the Sentry

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

Vow of Serenity

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

Vow of the Shrewd

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of Spirit

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

Vow of the Versatile

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Orders of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

\n

@Compendium[sw5e.archetypes.f6laKRexQAH7Oa3b]{Aing-Tii Order}

\n

@Compendium[sw5e.archetypes.5ZfztAWnxh7mqTL7]{Crimson Order}

\n

@Compendium[sw5e.archetypes.0s8yk4E0Kneqe4zt]{Echani Order}

\n

@Compendium[sw5e.archetypes.PoyYtrej7B5BZRRG]{Jal Shey Order}

\n

@Compendium[sw5e.archetypes.MorU2Jy5yx77N9QO]{Kage Order}

\n

@Compendium[sw5e.archetypes.Vtk1Pw4AILqZk27u]{Kyuzo Order}

\n

@Compendium[sw5e.archetypes.taNiZralaSUdH6a2]{Matukai Order}

\n

@Compendium[sw5e.archetypes.igjYYoVyL95UNC0c]{Nightsister Order}

\n

@Compendium[sw5e.archetypes.OPVska67MO0Zauct]{Trickster Order}

\n

@Compendium[sw5e.archetypes.gbP89R34SpttnfPb]{Whills Order}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Monk.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

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

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

\n

Fyrnock’s Instinct

\n

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

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

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

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.

\n

@Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Berserker.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":"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":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

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}

"}},"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":"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":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

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}

"}},"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":"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":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

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

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

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

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech 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":"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":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

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

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

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

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech 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":"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":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

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}

"}},"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":"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
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Monk
LevelProficiency BonusFeaturesMartial ArtsFocus PointsMonastic VowsUnarmored Movement
1st+2Martial Arts, Unarmored Defensed4---
2nd+2Focus, Monastic Vowsd422-
3rd+2Unarmored Movement, Deflect Missiles, Monastic Orderd432+10 ft.
4th+2Ability Score Improvement, Slow Falld442+10 ft.
5th+3Extra Attack, Stunning Striked652+15 ft.
6th+3Enhanced Strikes, Monastic Order featured662+15 ft.
7th+3Evasion, Stillness of Mindd673+15 ft.
8th+3Ability Score Improvementd683+15 ft.
9th+4Unarmored Movement Improvementd893+20 ft.
10th+4Ability Score Improvementd8103+20 ft.
11th+4Monastic Order featured8113+20 ft.
12th+4Ability Score Improvementd8123+20 ft.
13th+5Purity of Bodyd10134+25 ft.
14th+5Diamond Sould10144+25 ft.
15th+5Timeless Vesseld10154+25 ft.
16th+5Ability Score Improvementd10164+25 ft.
17th+6Monastic Order featured12175+30 ft.
18th+6Empty Bodyd12185+30 ft.
19th+6Ability Score Improvementd12195+30 ft.
20th+6Perfect Selfd12205+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a chakram, (b) a techblade, (c) a simple vibroweapon, or (d) a simple blaster and a power cell
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 vibrodarts
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk4d4 x 100 cr
\n

 

\n

Martial Arts

\n

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n
    \n
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
  • \n
  • You can take the Dash and Disengage actions as a bonus action.
  • \n
\n
\n

Variant: Monks with Lightweapons
If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
\n

Unarmored Defense

\n

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n

Patient Defense

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n

Step of the Wind

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n

Monastic Vows

\n

Also at 2nd level, you’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

Unarmored Movement

\n

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Deflect Missiles

\n

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

\n

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

\n

Monastic Order

\n

Lastly at 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Enhanced Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Vessel

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

\n

Monastic Vows

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n

Vow of Deflection

\n

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

\n

Vow of the Devoted

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

\n

Vow of Fate

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Vow of the Fighter

\n

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

\n

Vow of Fortitude

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n

Vow of Freedom

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Vow of Intuition

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

Vow of the Limber

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n

Vow of Mettle

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Mortal

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Nemesis

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn't restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n

Vow of the Open Mind

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

Vow of Precision

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n

Vow of Requital

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n

Vow of Restoration

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

Vow of the Sentry

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

Vow of Serenity

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

Vow of the Shrewd

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of Spirit

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

Vow of the Versatile

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Orders of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

\n

@Compendium[sw5e.archetypes.f6laKRexQAH7Oa3b]{Aing-Tii Order}

\n

@Compendium[sw5e.archetypes.5ZfztAWnxh7mqTL7]{Crimson Order}

\n

@Compendium[sw5e.archetypes.0s8yk4E0Kneqe4zt]{Echani Order}

\n

@Compendium[sw5e.archetypes.PoyYtrej7B5BZRRG]{Jal Shey Order}

\n

@Compendium[sw5e.archetypes.MorU2Jy5yx77N9QO]{Kage Order}

\n

@Compendium[sw5e.archetypes.Vtk1Pw4AILqZk27u]{Kyuzo Order}

\n

@Compendium[sw5e.archetypes.taNiZralaSUdH6a2]{Matukai Order}

\n

@Compendium[sw5e.archetypes.igjYYoVyL95UNC0c]{Nightsister Order}

\n

@Compendium[sw5e.archetypes.OPVska67MO0Zauct]{Trickster Order}

\n

@Compendium[sw5e.archetypes.gbP89R34SpttnfPb]{Whills Order}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Monk.webp","effects":[]} From 3d7c24ca17e8c131013f37a677fb79a97b04deb1 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Thu, 10 Dec 2020 18:02:05 -0500 Subject: [PATCH 12/27] Temp - everything is broken --- module/actor/sheets/newSheet/character.js | 6 +- module/characterImporter.js | 130 +++++++++++++++++++--- 2 files changed, 122 insertions(+), 14 deletions(-) diff --git a/module/actor/sheets/newSheet/character.js b/module/actor/sheets/newSheet/character.js index d619cf85..f6786d74 100644 --- a/module/actor/sheets/newSheet/character.js +++ b/module/actor/sheets/newSheet/character.js @@ -347,7 +347,11 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { if ( itemData.type === "class" ) { const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name); const classWasAlreadyPresent = !!cls; - + /*DEBUG*/ + console.log("SW5e | Character Importer: cls: " + cls); + console.log("SW5e | Character Importer: classWasAlreadyPresent: " + classWasAlreadyPresent); + /*DEBUG*/ + // Add new features for class level if ( !classWasAlreadyPresent ) { Actor5e.getClassFeatures(itemData).then(features => { diff --git a/module/characterImporter.js b/module/characterImporter.js index c3b1d22a..9c7450bd 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -1,3 +1,6 @@ +import Actor5e from "./actor/entity.js"; +import ActorSheet5eCharacterNew from "./actor/sheets/newSheet/character.js"; + export default class CharacterImporter { // transform JSON from sw5e.com to Foundry friendly format @@ -44,6 +47,10 @@ export default class CharacterImporter { const survivalSkill = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; const technologySkill = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; + const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; + const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; + + const targetCharacter = { name: sourceCharacter.name, type: "character", @@ -160,20 +167,117 @@ export default class CharacterImporter { } } } - }; + }; - let newActor = await Actor.create(targetCharacter); - let actor = await game.actors.get(newActor.id); - let classes = await game.packs.get('sw5e.classes'); - let content = await classes.getContent(); - let scout = content.find(o => o.name == 'Scout'); - console.log(actor); - console.log(classes); - console.log(content); - console.log(Object.entries(actor.apps)) - console.log(Object.keys(actor.apps)) - console.log(Object.values(actor.apps)) - //actor.apps[46]._onDropItemCreate(scout); + function addInitialClassAndLevel(itemData){ + Actor5e.getClassFeatures(itemData).then(features => { + actor.createEmbeddedEntity("OwnedItem", features); + }); + } + + async function addSubsequentLevels(targetLvl, actor){ + actor.data.data.details.level = targetLvl; + var x = await actor.items.find(x => x.name == 'Scout'); + x.data.data.levels = 6; + + + } + + function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){ + //const lvl = actorClass.data.data.levels; + //const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level); + //if ( !(lvl === newLvl) ) { + actorClass.update({"data.levels": newLvl}); + itemData.data.levels = newLvl; + Actor5e.getClassFeatures(itemData).then(features => { + actor.createEmbeddedEntity("OwnedItem", features); + }); + //} + return + } + + let actor = await Actor.create(targetCharacter); + const actorClass = await actor.itemTypes.class.find(c => c.name === itemData.name); + const classWasAlreadyPresent = !!actorClass; + const classes = await game.packs.get('sw5e.classes'); + const content = await classes.getContent(); + const scout = await content.find(o => o.name == 'Scout').clone(); + //scout.data.data.levels = 6; + let newActorSheet = new ActorSheet5eCharacterNew(actor); + + addInitialClassAndLevel(scout); + addSubsequentLevels(scout, actor); + + // ActorSheet5eCharacterNew + //async _onDropItemCreate(itemData) { + // this is basically a direct copy of ActorSheet5eCharacterNew._onDropItemCreate() + function addActorClassLevel(itemData, actor) { + // Upgrade the number of class levels a character has and add features + if ( itemData.type === "class" ) { + const cls = actor.itemTypes.class.find(c => c.name === itemData.name); + const classWasAlreadyPresent = !!cls; + /*DEBUG*/ + console.log("SW5e | Character Importer: cls: " + cls); + console.log("SW5e | Character Importer: classWasAlreadyPresent: " + classWasAlreadyPresent); + /*DEBUG*/ + + // Add new features for class level + if ( !classWasAlreadyPresent ) { + Actor5e.getClassFeatures(itemData).then(features => { + actor.createEmbeddedEntity("OwnedItem", features); + }); + } + + // If the actor already has the class, increment the level instead of creating a new item + // then add new features as long as level increases + if ( classWasAlreadyPresent ) { + const lvl = cls.data.data.levels; + const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level); + if ( !(lvl === newLvl) ) { + cls.update({"data.levels": newLvl}); + itemData.data.levels = newLvl; + Actor5e.getClassFeatures(itemData).then(features => { + actor.createEmbeddedEntity("OwnedItem", features); + }); + } + return + } + } + // from Actor5e._onDropItemCreate() + return actor.createEmbeddedEntity("OwnedItem", itemData); + } + + + + function sleep(milliseconds) { + const date = Date.now(); + let currentDate = null; + do { + currentDate = Date.now(); + } while (currentDate - date < milliseconds); + } + + /* + await newActorSheet._onDropItemCreate(scout); + await newActorSheet._onDropItemCreate(scout); + await newActorSheet._onDropItemCreate(scout); + */ + + /* + var newActor = game.actors.find(o => o.name === 'Strom Klovrah'); + var classes = await game.packs.get('sw5e.classes'); + var content = await classes.getContent(); + var scout = content.find(o => o.name == 'Scout'); + var newActorSheet = new game.sw5e.applications.ActorSheet5eCharacterNew(newActor); + await newActorSheet._onDropItemCreate(scout); + await newActorSheet.close(); + var newActorSheet = new game.sw5e.applications.ActorSheet5eCharacterNew(newActor); + await newActorSheet._onDropItemCreate(scout); + await newActorSheet.close(); + var newActorSheet = new game.sw5e.applications.ActorSheet5eCharacterNew(newActor); + await newActorSheet._onDropItemCreate(scout); + await newActorSheet.close(); + */ } static addImportButton(html){ From ad038b8b030e5ad94428b1cf334d097077f56ecc Mon Sep 17 00:00:00 2001 From: ellimist25 Date: Fri, 11 Dec 2020 08:51:20 -0500 Subject: [PATCH 13/27] Temporary fix on leveling --- module/actor/sheets/newSheet/character.js | 4 - module/characterImporter.js | 293 ++++++++++++---------- 2 files changed, 165 insertions(+), 132 deletions(-) diff --git a/module/actor/sheets/newSheet/character.js b/module/actor/sheets/newSheet/character.js index f6786d74..ec1ee0d1 100644 --- a/module/actor/sheets/newSheet/character.js +++ b/module/actor/sheets/newSheet/character.js @@ -347,10 +347,6 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { if ( itemData.type === "class" ) { const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name); const classWasAlreadyPresent = !!cls; - /*DEBUG*/ - console.log("SW5e | Character Importer: cls: " + cls); - console.log("SW5e | Character Importer: classWasAlreadyPresent: " + classWasAlreadyPresent); - /*DEBUG*/ // Add new features for class level if ( !classWasAlreadyPresent ) { diff --git a/module/characterImporter.js b/module/characterImporter.js index 9c7450bd..d6ee6371 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -19,8 +19,6 @@ export default class CharacterImporter { const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current; const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current; const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current; - - // v2 - skills and proficiencies const strengthSaveProf = sourceCharacter.attribs.find(o => o.name == 'strength_save_prof').current ? 1 : 0; const dexteritySaveProf = sourceCharacter.attribs.find(o => o.name == 'dexterity_save_prof').current ? 1 : 0; const constitutionSaveProf = sourceCharacter.attribs.find(o => o.name == 'constitution_save_prof').current ? 1 : 0; @@ -28,6 +26,154 @@ export default class CharacterImporter { const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0; const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0; + const targetCharacter = { + name: sourceCharacter.name, + type: "character", + data: { + abilities: { + str: { + value: strength, + proficient: strengthSaveProf + }, + dex: { + value: dexterity, + proficient: dexteritySaveProf + }, + con: { + value: constitution, + proficient: constitutionSaveProf + }, + int: { + value: intelligence, + proficient: intelligenceSaveProf + }, + wis: { + value: wisdom, + proficient: wisdomSaveProf + }, + cha: { + value: charisma, + proficient: charismaSaveProf + }, + }, + attributes: { + ac: { + value: ac + }, + hp: { + value: hp, + min: 0, + max: hp, + temp: hpTemp + } + }/*, + skills: { + acr: { + value: acrobaticsSkill, + ability: "dex" + }, + ani: { + value: animalHandlingSkill, + ability: "wis" + }, + ath: { + value: athleticsSkill, + ability: "str" + }, + dec: { + value: deceptionSkill, + ability: "cha" + }, + ins: { + value: insightSkill, + ability: "wis" + }, + itm: { + value: intimidationSkill, + ability: "cha" + }, + inv: { + value: investigationSkill, + ability: "int" + }, + lor: { + value: loreSkill, + ability: "int" + }, + med: { + value: medicineSkill, + ability: "wis" + }, + nat: { + value: natureSkill, + ability: "int" + }, + pil: { + value: pilotingSkill, + ability: "int" + }, + prc: { + value: perceptionSkill, + ability: "wis" + }, + prf: { + value: performanceSkill, + ability: "cha" + }, + per: { + value: persuasionSkill, + ability: "cha" + }, + slt: { + value: sleightOfHandSkill, + ability: "dex" + }, + ste: { + value: stealthSkill, + ability: "dex" + }, + sur: { + value: survivalSkill, + ability: "wis" + }, + tec: { + value: technologySkill, + ability: "int" + } + }*/ + } + }; + + const classes = await game.packs.get('sw5e.classes'); + const content = await classes.getContent(); + const scout = await content.find(o => o.name == 'Scout').clone(); + scout.data.data.levels = 5; + targetCharacter.items = [scout]; + let actor = await Actor.create(targetCharacter); + + actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; + actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; + actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; + actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; + actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; + actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; + actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; + actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; + actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; + actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; + actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; + actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; + actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; + actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; + actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; + actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; + actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; + actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; + + const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; + const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; + // v2 - skills and proficiencies + /* const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; @@ -49,125 +195,13 @@ export default class CharacterImporter { const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; + */ + + + + - const targetCharacter = { - name: sourceCharacter.name, - type: "character", - data: { - abilities: { - str: { - value: strength, - proficient: strengthSaveProf - }, - dex: { - value: dexterity, - proficient: dexteritySaveProf - }, - con: { - value: constitution, - proficient: constitutionSaveProf - }, - int: { - value: intelligence, - proficient: intelligenceSaveProf - }, - wis: { - value: wisdom, - proficient: wisdomSaveProf - }, - cha: { - value: charisma, - proficient: charismaSaveProf - }, - }, - attributes: { - ac: { - value: ac - }, - hp: { - value: hp, - min: 0, - max: hp, - temp: hpTemp - } - }, - skills: { - acr: { - value: acrobaticsSkill, - ability: "dex" - }, - ani: { - value: animalHandlingSkill, - ability: "wis" - }, - ath: { - value: athleticsSkill, - ability: "str" - }, - dec: { - value: deceptionSkill, - ability: "cha" - }, - ins: { - value: insightSkill, - ability: "wis" - }, - itm: { - value: intimidationSkill, - ability: "cha" - }, - inv: { - value: investigationSkill, - ability: "int" - }, - lor: { - value: loreSkill, - ability: "int" - }, - med: { - value: medicineSkill, - ability: "wis" - }, - nat: { - value: natureSkill, - ability: "int" - }, - pil: { - value: pilotingSkill, - ability: "int" - }, - prc: { - value: perceptionSkill, - ability: "wis" - }, - prf: { - value: performanceSkill, - ability: "cha" - }, - per: { - value: persuasionSkill, - ability: "cha" - }, - slt: { - value: sleightOfHandSkill, - ability: "dex" - }, - ste: { - value: stealthSkill, - ability: "dex" - }, - sur: { - value: survivalSkill, - ability: "wis" - }, - tec: { - value: technologySkill, - ability: "int" - } - } - } - }; function addInitialClassAndLevel(itemData){ Actor5e.getClassFeatures(itemData).then(features => { @@ -196,17 +230,20 @@ export default class CharacterImporter { return } - let actor = await Actor.create(targetCharacter); - const actorClass = await actor.itemTypes.class.find(c => c.name === itemData.name); - const classWasAlreadyPresent = !!actorClass; - const classes = await game.packs.get('sw5e.classes'); - const content = await classes.getContent(); - const scout = await content.find(o => o.name == 'Scout').clone(); + + //const actorClass = await actor.itemTypes.class.find(c => c.name === itemData.name); + //const classWasAlreadyPresent = !!actorClass; + //const classes = await game.packs.get('sw5e.classes'); + //const content = await classes.getContent(); + //const scout = await content.find(o => o.name == 'Scout').clone(); //scout.data.data.levels = 6; - let newActorSheet = new ActorSheet5eCharacterNew(actor); + //let newActorSheet = new ActorSheet5eCharacterNew(actor); + let sheet = new game.sw5e.applications.ActorSheet5eCharacterNew(actor); + //addInitialClassAndLevel(scout); + //sheet._onDropItem(false, scout); - addInitialClassAndLevel(scout); - addSubsequentLevels(scout, actor); + + //addSubsequentLevels(scout, actor); // ActorSheet5eCharacterNew //async _onDropItemCreate(itemData) { From 750aa1875f26c480e992b77617e83edaf908b0fa Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Fri, 11 Dec 2020 18:10:50 -0500 Subject: [PATCH 14/27] More testing --- .vscode/launch.json | 15 +++++++++ module/characterImporter.js | 61 ++++++++++++++++--------------------- 2 files changed, 42 insertions(+), 34 deletions(-) create mode 100644 .vscode/launch.json diff --git a/.vscode/launch.json b/.vscode/launch.json new file mode 100644 index 00000000..2ba986f6 --- /dev/null +++ b/.vscode/launch.json @@ -0,0 +1,15 @@ +{ + // Use IntelliSense to learn about possible attributes. + // Hover to view descriptions of existing attributes. + // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 + "version": "0.2.0", + "configurations": [ + { + "type": "chrome", + "request": "launch", + "name": "Launch Chrome against localhost", + "url": "http://localhost:8080", + "webRoot": "${workspaceFolder}" + } + ] +} \ No newline at end of file diff --git a/module/characterImporter.js b/module/characterImporter.js index d6ee6371..e92c103b 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -26,6 +26,29 @@ export default class CharacterImporter { const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0; const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0; + // v2 - skills and proficiencies + const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; + const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; + const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; + const deceptionSkill = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; + const insightSkill = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; + const intimidationSkill = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; + const investigationSkill = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; + const loreSkill = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; + const medicineSkill = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; + const natureSkill = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; + const pilotingSkill = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; + const perceptionSkill = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; + const performanceSkill = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; + const persuasionSkill = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; + const sleightOfHandSkill = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; + const stealthSkill = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; + const survivalSkill = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; + const technologySkill = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; + + const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; + const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; + const targetCharacter = { name: sourceCharacter.name, type: "character", @@ -66,7 +89,7 @@ export default class CharacterImporter { max: hp, temp: hpTemp } - }/*, + }, skills: { acr: { value: acrobaticsSkill, @@ -140,7 +163,7 @@ export default class CharacterImporter { value: technologySkill, ability: "int" } - }*/ + } } }; @@ -170,38 +193,8 @@ export default class CharacterImporter { actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; - const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; - const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; - // v2 - skills and proficiencies - /* - const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; - const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; - const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; - const deceptionSkill = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; - const insightSkill = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; - const intimidationSkill = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; - const investigationSkill = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; - const loreSkill = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; - const medicineSkill = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; - const natureSkill = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; - const pilotingSkill = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; - const perceptionSkill = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; - const performanceSkill = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; - const persuasionSkill = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; - const sleightOfHandSkill = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; - const stealthSkill = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; - const survivalSkill = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; - const technologySkill = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; - - const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; - const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; - */ - - - - - - + //const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; + //const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; function addInitialClassAndLevel(itemData){ Actor5e.getClassFeatures(itemData).then(features => { From 8df3c99e20655f4455602636aa0d7c2f5731e8d2 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Sun, 13 Dec 2020 12:25:22 -0500 Subject: [PATCH 15/27] More testing --- module/characterImporter.js | 91 ++++++++++++++++++++----------------- 1 file changed, 50 insertions(+), 41 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index e92c103b..4b2e2a06 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -27,6 +27,7 @@ export default class CharacterImporter { const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0; // v2 - skills and proficiencies + /* const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; @@ -48,6 +49,7 @@ export default class CharacterImporter { const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; + */ const targetCharacter = { name: sourceCharacter.name, @@ -89,8 +91,8 @@ export default class CharacterImporter { max: hp, temp: hpTemp } - }, - skills: { + }/*, + skills: { acr: { value: acrobaticsSkill, ability: "dex" @@ -163,65 +165,72 @@ export default class CharacterImporter { value: technologySkill, ability: "int" } - } + }*/ } }; - const classes = await game.packs.get('sw5e.classes'); + const classes = game.packs.get('sw5e.classes'); const content = await classes.getContent(); const scout = await content.find(o => o.name == 'Scout').clone(); - scout.data.data.levels = 5; + scout.data.data.levels = 9; targetCharacter.items = [scout]; let actor = await Actor.create(targetCharacter); + //assignSkills(actor.id); - actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; - actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; - actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; - actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; - actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; - actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; - actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; - actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; - actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; - actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; - actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; - actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; - actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; - actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; - actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; - actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; - actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; - actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; + async function assignSkills(id){ + let hero = game.actor.get(id); + actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; + actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; + actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; + actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; + actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; + actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; + actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; + actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; + actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; + actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; + actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; + actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; + actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; + actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; + actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; + actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; + actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; + actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; + } + //const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; //const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; + /* function addInitialClassAndLevel(itemData){ Actor5e.getClassFeatures(itemData).then(features => { actor.createEmbeddedEntity("OwnedItem", features); }); } + */ - async function addSubsequentLevels(targetLvl, actor){ - actor.data.data.details.level = targetLvl; - var x = await actor.items.find(x => x.name == 'Scout'); - x.data.data.levels = 6; + // async function addSubsequentLevels(targetLvl, actor){ + // actor.data.data.details.level = targetLvl; + // var x = await actor.items.find(x => x.name == 'Scout'); + // x.data.data.levels = 6; - } + // } - function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){ - //const lvl = actorClass.data.data.levels; - //const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level); - //if ( !(lvl === newLvl) ) { - actorClass.update({"data.levels": newLvl}); - itemData.data.levels = newLvl; - Actor5e.getClassFeatures(itemData).then(features => { - actor.createEmbeddedEntity("OwnedItem", features); - }); - //} - return - } + // function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){ + // //const lvl = actorClass.data.data.levels; + // //const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level); + // //if ( !(lvl === newLvl) ) { + // actorClass.update({"data.levels": newLvl}); + // itemData.data.levels = newLvl; + // Actor5e.getClassFeatures(itemData).then(features => { + // actor.createEmbeddedEntity("OwnedItem", features); + // }); + // //} + // return + // } //const actorClass = await actor.itemTypes.class.find(c => c.name === itemData.name); @@ -231,7 +240,7 @@ export default class CharacterImporter { //const scout = await content.find(o => o.name == 'Scout').clone(); //scout.data.data.levels = 6; //let newActorSheet = new ActorSheet5eCharacterNew(actor); - let sheet = new game.sw5e.applications.ActorSheet5eCharacterNew(actor); + //let sheet = new game.sw5e.applications.ActorSheet5eCharacterNew(actor); //addInitialClassAndLevel(scout); //sheet._onDropItem(false, scout); From 12464379b71b55810523a1abc4ef34c5f3ff8a29 Mon Sep 17 00:00:00 2001 From: CK <31608392+unrealkakeman89@users.noreply.github.com> Date: Fri, 15 Jan 2021 11:56:53 -0500 Subject: [PATCH 16/27] Update README.md --- README.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/README.md b/README.md index da0a6445..7edd985d 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,7 @@ # Foundry Virtual Tabletop - SW5e Game System +This unofficial implementation of the SW5e system for Foundry VTT is made by fans for fans and is not associated with SW5e, Disney, Wizards of the Coast, or their partners in any way. + This game system for [Foundry Virtual Tabletop](http://foundryvtt.com) provides character sheet and game system support for the SW5E roleplaying game. From 9925a225d6181a1b2ef70d4d054d5137142d57c2 Mon Sep 17 00:00:00 2001 From: Michael Burgess Date: Sun, 17 Jan 2021 17:55:48 -0500 Subject: [PATCH 17/27] Added features for Engineer: Construction Added features for Engineer: Construction --- packs/packs/classfeatures.db | 26 ++++++++++++++++---------- 1 file changed, 16 insertions(+), 10 deletions(-) diff --git a/packs/packs/classfeatures.db b/packs/packs/classfeatures.db index 7bb2d064..1b1bd70b 100644 --- a/packs/packs/classfeatures.db +++ b/packs/packs/classfeatures.db @@ -52,7 +52,7 @@ {"_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":[]} -{"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":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"3YCcAbIVrG0op5oH"} +{"_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":[]} {"_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":[]} @@ -61,7 +61,7 @@ {"_id":"3qzL7p1j5m4LlIah","name":"Force Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","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":[]} -{"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":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"41pjk6FyBk1MYXMy"} +{"_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":"4X59Gjodqz87nMsa","name":"Crisis Management","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

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

Also at 3rd level, 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":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","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":[]} @@ -108,7 +108,7 @@ {"_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":"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":""},"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":""},"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":"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}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -216,6 +216,8 @@ {"_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":[]} +{"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":"H1wby8wQisTrmDFb"} +{"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":"H4XstMjZvkAsfyoJ"} {"_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":"HNSfcrOoizwfHN4U","name":"Form Basics (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"HdWZ2lQgsbEnra24","name":"Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -299,7 +301,7 @@ {"_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":[]} -{"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":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"OwENWRt1mFVfU8bB"} +{"_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":"

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 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":""},"flags":{},"img":"icons/svg/mystery-man.svg","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":""},"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":[]} @@ -319,6 +321,7 @@ {"_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":[]} +{"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":"QoAgL1uVhHkRhtNs"} {"_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":"","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":"

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 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":""},"flags":{},"img":"icons/svg/mystery-man.svg","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":[]} @@ -364,7 +367,7 @@ {"_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":""},"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":[]} @@ -407,7 +410,7 @@ {"_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":"

Beginning at 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":"icons/svg/mystery-man.svg","effects":[]} {"_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":"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":""},"flags":{},"img":"icons/svg/mystery-man.svg","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":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"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":"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":"YO47dPo3A0QCh006","name":"Stunning Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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.

","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":"","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":[]} @@ -421,7 +424,7 @@ {"_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":"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":""},"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":[]} @@ -478,7 +481,7 @@ {"_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":"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":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","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":"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":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"f34HJgbp7fw5ryET"} +{"_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":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"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":[]} @@ -499,6 +502,7 @@ {"_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":[]} +{"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":"grC8MlSimBop7zdo"} {"_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":[]} {"_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":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","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":[]} @@ -570,6 +574,7 @@ {"_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":"","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":[]} +{"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":"mh7B0PHjzOdizb1B"} {"_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":"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":[]} @@ -645,12 +650,13 @@ {"_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":""},"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":"

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.

","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":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":"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":[]} +{"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":"sbC804GyKAWJhQ12"} {"_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":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","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":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -724,7 +730,7 @@ {"_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":[]} -{"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}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"zRddQYFsypuRfneH"} +{"_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":"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":[]} From d6222a351db9a45cb32c37e683ac034269e170ca Mon Sep 17 00:00:00 2001 From: unrealkakeman89 Date: Thu, 21 Jan 2021 20:10:01 +0000 Subject: [PATCH 18/27] Regenerate css --- sw5e-dark.css | 5 +++-- sw5e-light.css | 11 +++++------ 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/sw5e-dark.css b/sw5e-dark.css index ea2714f0..dfc9cdf7 100644 --- a/sw5e-dark.css +++ b/sw5e-dark.css @@ -234,13 +234,14 @@ body.dark-theme .dice-roll .dice-total.fumble { box-shadow: 0 0 12px rgba(232, 17, 17, 0.5); } body.dark-theme #chat-controls .roll-type-select { - background: #363636; + background: #4f4f4f; + color: #FFFFFF; } body.dark-theme #chat-controls label { color: white; } body.dark-theme #chat-form textarea { - background: #363636; + background: #4f4f4f; } body.dark-theme #combat #combat-round { color: #E81111; diff --git a/sw5e-light.css b/sw5e-light.css index ba40918b..eefaf31b 100644 --- a/sw5e-light.css +++ b/sw5e-light.css @@ -56,7 +56,7 @@ body.light-theme input[type="time"], body.light-theme select, body.light-theme textarea { border: 1px solid #828282; - color: #FFFFFF; + color: #1C1C1C; } body.light-theme input[type="text"]:hover, body.light-theme input[type="number"]:hover, @@ -83,7 +83,7 @@ body.light-theme input[type="date"]::placeholder, body.light-theme input[type="time"]::placeholder, body.light-theme select::placeholder, body.light-theme textarea::placeholder { - color: #FFFFFF; + color: #1C1C1C; opacity: 0.5; } body.light-theme input[type="text"] ::-ms-input-placeholder, @@ -94,7 +94,7 @@ body.light-theme input[type="time"] ::-ms-input-placeholder, body.light-theme select ::-ms-input-placeholder, body.light-theme textarea ::-ms-input-placeholder { /* Microsoft Edge */ - color: #FFFFFF; + color: #1C1C1C; opacity: 0.5; } body.light-theme button, @@ -235,13 +235,13 @@ body.light-theme .dice-roll .dice-total.fumble { } body.light-theme #chat-controls .roll-type-select { background: #4f4f4f; + color: #FFFFFF; } body.light-theme #chat-controls label { color: #1C1C1C; } body.light-theme #chat-form textarea { background: #4f4f4f; - color: #FFFFFF; } body.light-theme #combat #combat-round { color: #c40f0f; @@ -298,7 +298,7 @@ body.light-theme .sidebar-tab .directory-header .header-search i.fa-search { color: #0d99cc; } body.light-theme .sidebar-tab .directory-header .header-search input { - background: white; + background: #4f4f4f; } body.light-theme .sidebar-tab .subdirectory { background: white; @@ -777,4 +777,3 @@ body.light-theme .sw5e.sheet.actor .swalt-sheet .tab.notes section > input { body.light-theme .sw5e.sheet.actor.npc .swalt-sheet header .experience { color: #4f4f4f; } - From 78d5c0e26baaebcb359a1a0fd508797494d26820 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Sun, 24 Jan 2021 16:20:51 -0500 Subject: [PATCH 19/27] messing around --- module/characterImporter.js | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/module/characterImporter.js b/module/characterImporter.js index 4b2e2a06..89883d4c 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -26,6 +26,15 @@ export default class CharacterImporter { const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0; const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0; + let characterJSON = { + character: character, + features: features, + classes: classes, + inventory: inventory, + spells: spells, + actions: actions, + itemSpells: itemSpells, + }; // v2 - skills and proficiencies /* const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; From 71a99e97a90ddc4da36afb88661fee400d4f310b Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Sun, 24 Jan 2021 16:53:56 -0500 Subject: [PATCH 20/27] Updated formatting --- examples/test_script.js | 117 ++++++++ module/characterImporter.js | 582 ++++++++++++++---------------------- sw5e.js | 2 + 3 files changed, 346 insertions(+), 355 deletions(-) create mode 100644 examples/test_script.js diff --git a/examples/test_script.js b/examples/test_script.js new file mode 100644 index 00000000..a32ca5a6 --- /dev/null +++ b/examples/test_script.js @@ -0,0 +1,117 @@ +const targetCharacter = { + name: sourceCharacter.name, + type: "character", + data: { + abilities: { + str: { + value: strength, + proficient: strengthSaveProf + }, + dex: { + value: dexterity, + proficient: dexteritySaveProf + }, + con: { + value: constitution, + proficient: constitutionSaveProf + }, + int: { + value: intelligence, + proficient: intelligenceSaveProf + }, + wis: { + value: wisdom, + proficient: wisdomSaveProf + }, + cha: { + value: charisma, + proficient: charismaSaveProf + }, + }, + attributes: { + ac: { + value: ac + }, + hp: { + value: hp, + min: 0, + max: hp, + temp: hpTemp + } + }/*, + skills: { + acr: { + value: acrobaticsSkill, + ability: "dex" + }, + ani: { + value: animalHandlingSkill, + ability: "wis" + }, + ath: { + value: athleticsSkill, + ability: "str" + }, + dec: { + value: deceptionSkill, + ability: "cha" + }, + ins: { + value: insightSkill, + ability: "wis" + }, + itm: { + value: intimidationSkill, + ability: "cha" + }, + inv: { + value: investigationSkill, + ability: "int" + }, + lor: { + value: loreSkill, + ability: "int" + }, + med: { + value: medicineSkill, + ability: "wis" + }, + nat: { + value: natureSkill, + ability: "int" + }, + pil: { + value: pilotingSkill, + ability: "int" + }, + prc: { + value: perceptionSkill, + ability: "wis" + }, + prf: { + value: performanceSkill, + ability: "cha" + }, + per: { + value: persuasionSkill, + ability: "cha" + }, + slt: { + value: sleightOfHandSkill, + ability: "dex" + }, + ste: { + value: stealthSkill, + ability: "dex" + }, + sur: { + value: survivalSkill, + ability: "wis" + }, + tec: { + value: technologySkill, + ability: "int" + } + }*/ + } + }; \ No newline at end of file diff --git a/module/characterImporter.js b/module/characterImporter.js index 89883d4c..39d77013 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -1,372 +1,244 @@ -import Actor5e from "./actor/entity.js"; -import ActorSheet5eCharacterNew from "./actor/sheets/newSheet/character.js"; - 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); - // v1 - just import the very basics: name, species, hp, ac and abilities - const name = sourceCharacter.name; - const species = sourceCharacter.attribs.find(o => o.name == "race").current; - const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; - const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current; - const ac = sourceCharacter.attribs.find(o => o.name == "ac").current; - const strength = sourceCharacter.attribs.find(o => o.name == "strength").current; - const dexterity = sourceCharacter.attribs.find(o => o.name == "dexterity").current; - const constitution = sourceCharacter.attribs.find(o => o.name == "constitution").current; - const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current; - const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current; - const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current; - const strengthSaveProf = sourceCharacter.attribs.find(o => o.name == 'strength_save_prof').current ? 1 : 0; - const dexteritySaveProf = sourceCharacter.attribs.find(o => o.name == 'dexterity_save_prof').current ? 1 : 0; - const constitutionSaveProf = sourceCharacter.attribs.find(o => o.name == 'constitution_save_prof').current ? 1 : 0; - const intelligenceSaveProf = sourceCharacter.attribs.find(o => o.name == 'intelligence_save_prof').current ? 1 : 0; - const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0; - const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0; + const sourceCharacter = JSON.parse(rawCharacter); + // v1 - just import the very basics: name, species, hp, ac and abilities + const name = sourceCharacter.name; + const species = sourceCharacter.attribs.find(o => o.name == "race").current; + const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; + const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current; + const ac = sourceCharacter.attribs.find(o => o.name == "ac").current; + const strength = sourceCharacter.attribs.find(o => o.name == "strength").current; + const dexterity = sourceCharacter.attribs.find(o => o.name == "dexterity").current; + const constitution = sourceCharacter.attribs.find(o => o.name == "constitution").current; + const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current; + const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current; + const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current; + const strengthSaveProf = sourceCharacter.attribs.find(o => o.name == 'strength_save_prof').current ? 1 : 0; + const dexteritySaveProf = sourceCharacter.attribs.find(o => o.name == 'dexterity_save_prof').current ? 1 : 0; + const constitutionSaveProf = sourceCharacter.attribs.find(o => o.name == 'constitution_save_prof').current ? 1 : 0; + const intelligenceSaveProf = sourceCharacter.attribs.find(o => o.name == 'intelligence_save_prof').current ? 1 : 0; + const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0; + const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0; - let characterJSON = { - character: character, - features: features, - classes: classes, - inventory: inventory, - spells: spells, - actions: actions, - itemSpells: itemSpells, - }; - // v2 - skills and proficiencies - /* - const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; - const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; - const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; - const deceptionSkill = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; - const insightSkill = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; - const intimidationSkill = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; - const investigationSkill = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; - const loreSkill = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; - const medicineSkill = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; - const natureSkill = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; - const pilotingSkill = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; - const perceptionSkill = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; - const performanceSkill = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; - const persuasionSkill = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; - const sleightOfHandSkill = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; - const stealthSkill = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; - const survivalSkill = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; - const technologySkill = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; - - const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; - const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; - */ - - const targetCharacter = { - name: sourceCharacter.name, - type: "character", - data: { - abilities: { - str: { - value: strength, - proficient: strengthSaveProf - }, - dex: { - value: dexterity, - proficient: dexteritySaveProf - }, - con: { - value: constitution, - proficient: constitutionSaveProf - }, - int: { - value: intelligence, - proficient: intelligenceSaveProf - }, - wis: { - value: wisdom, - proficient: wisdomSaveProf - }, - cha: { - value: charisma, - proficient: charismaSaveProf - }, - }, - attributes: { - ac: { - value: ac - }, - hp: { - value: hp, - min: 0, - max: hp, - temp: hpTemp - } - }/*, - skills: { - acr: { - value: acrobaticsSkill, - ability: "dex" - }, - ani: { - value: animalHandlingSkill, - ability: "wis" - }, - ath: { - value: athleticsSkill, - ability: "str" - }, - dec: { - value: deceptionSkill, - ability: "cha" - }, - ins: { - value: insightSkill, - ability: "wis" - }, - itm: { - value: intimidationSkill, - ability: "cha" - }, - inv: { - value: investigationSkill, - ability: "int" - }, - lor: { - value: loreSkill, - ability: "int" - }, - med: { - value: medicineSkill, - ability: "wis" - }, - nat: { - value: natureSkill, - ability: "int" - }, - pil: { - value: pilotingSkill, - ability: "int" - }, - prc: { - value: perceptionSkill, - ability: "wis" - }, - prf: { - value: performanceSkill, - ability: "cha" - }, - per: { - value: persuasionSkill, - ability: "cha" - }, - slt: { - value: sleightOfHandSkill, - ability: "dex" - }, - ste: { - value: stealthSkill, - ability: "dex" - }, - sur: { - value: survivalSkill, - ability: "wis" - }, - tec: { - value: technologySkill, - ability: "int" - } - }*/ - } - }; - - const classes = game.packs.get('sw5e.classes'); - const content = await classes.getContent(); - const scout = await content.find(o => o.name == 'Scout').clone(); - scout.data.data.levels = 9; - targetCharacter.items = [scout]; - let actor = await Actor.create(targetCharacter); - //assignSkills(actor.id); - - async function assignSkills(id){ - let hero = game.actor.get(id); - actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; - actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; - actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; - actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; - actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; - actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; - actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; - actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; - actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; - actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; - actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; - actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; - actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; - actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; - actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; - actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; - actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; - actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; - } - - - //const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; - //const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; - - /* - function addInitialClassAndLevel(itemData){ - Actor5e.getClassFeatures(itemData).then(features => { - actor.createEmbeddedEntity("OwnedItem", features); - }); - } - */ - - // async function addSubsequentLevels(targetLvl, actor){ - // actor.data.data.details.level = targetLvl; - // var x = await actor.items.find(x => x.name == 'Scout'); - // x.data.data.levels = 6; - - - // } - - // function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){ - // //const lvl = actorClass.data.data.levels; - // //const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level); - // //if ( !(lvl === newLvl) ) { - // actorClass.update({"data.levels": newLvl}); - // itemData.data.levels = newLvl; - // Actor5e.getClassFeatures(itemData).then(features => { - // actor.createEmbeddedEntity("OwnedItem", features); - // }); - // //} - // return - // } - - - //const actorClass = await actor.itemTypes.class.find(c => c.name === itemData.name); - //const classWasAlreadyPresent = !!actorClass; - //const classes = await game.packs.get('sw5e.classes'); - //const content = await classes.getContent(); - //const scout = await content.find(o => o.name == 'Scout').clone(); - //scout.data.data.levels = 6; - //let newActorSheet = new ActorSheet5eCharacterNew(actor); - //let sheet = new game.sw5e.applications.ActorSheet5eCharacterNew(actor); - //addInitialClassAndLevel(scout); - //sheet._onDropItem(false, scout); - - - //addSubsequentLevels(scout, actor); - - // ActorSheet5eCharacterNew - //async _onDropItemCreate(itemData) { - // this is basically a direct copy of ActorSheet5eCharacterNew._onDropItemCreate() - function addActorClassLevel(itemData, actor) { - // Upgrade the number of class levels a character has and add features - if ( itemData.type === "class" ) { - const cls = actor.itemTypes.class.find(c => c.name === itemData.name); - const classWasAlreadyPresent = !!cls; - /*DEBUG*/ - console.log("SW5e | Character Importer: cls: " + cls); - console.log("SW5e | Character Importer: classWasAlreadyPresent: " + classWasAlreadyPresent); - /*DEBUG*/ - - // Add new features for class level - if ( !classWasAlreadyPresent ) { - Actor5e.getClassFeatures(itemData).then(features => { - actor.createEmbeddedEntity("OwnedItem", features); - }); + const targetCharacter = { + name: sourceCharacter.name, + type: "character", + data: { + abilities: { + str: { + value: strength, + proficient: strengthSaveProf + }, + dex: { + value: dexterity, + proficient: dexteritySaveProf + }, + con: { + value: constitution, + proficient: constitutionSaveProf + }, + int: { + value: intelligence, + proficient: intelligenceSaveProf + }, + wis: { + value: wisdom, + proficient: wisdomSaveProf + }, + cha: { + value: charisma, + proficient: charismaSaveProf + }, + }, + attributes: { + ac: { + value: ac + }, + hp: { + value: hp, + min: 0, + max: hp, + temp: hpTemp } - - // If the actor already has the class, increment the level instead of creating a new item - // then add new features as long as level increases - if ( classWasAlreadyPresent ) { - const lvl = cls.data.data.levels; - const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level); - if ( !(lvl === newLvl) ) { - cls.update({"data.levels": newLvl}); - itemData.data.levels = newLvl; - Actor5e.getClassFeatures(itemData).then(features => { - actor.createEmbeddedEntity("OwnedItem", features); - }); - } - return + }/*, + skills: { + acr: { + value: acrobaticsSkill, + ability: "dex" + }, + ani: { + value: animalHandlingSkill, + ability: "wis" + }, + ath: { + value: athleticsSkill, + ability: "str" + }, + dec: { + value: deceptionSkill, + ability: "cha" + }, + ins: { + value: insightSkill, + ability: "wis" + }, + itm: { + value: intimidationSkill, + ability: "cha" + }, + inv: { + value: investigationSkill, + ability: "int" + }, + lor: { + value: loreSkill, + ability: "int" + }, + med: { + value: medicineSkill, + ability: "wis" + }, + nat: { + value: natureSkill, + ability: "int" + }, + pil: { + value: pilotingSkill, + ability: "int" + }, + prc: { + value: perceptionSkill, + ability: "wis" + }, + prf: { + value: performanceSkill, + ability: "cha" + }, + per: { + value: persuasionSkill, + ability: "cha" + }, + slt: { + value: sleightOfHandSkill, + ability: "dex" + }, + ste: { + value: stealthSkill, + ability: "dex" + }, + sur: { + value: survivalSkill, + ability: "wis" + }, + tec: { + value: technologySkill, + ability: "int" } - } - // from Actor5e._onDropItemCreate() - return actor.createEmbeddedEntity("OwnedItem", itemData); - } - - - - function sleep(milliseconds) { - const date = Date.now(); - let currentDate = null; - do { - currentDate = Date.now(); - } while (currentDate - date < milliseconds); + }*/ } + }; + + let actor = await Actor.create(targetCharacter); + + async function assignSkills(id){ + let hero = game.actor.get(id); + actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; + actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; + actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; + actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; + actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; + actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; + actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; + actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; + actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; + actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; + actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; + actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; + actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; + actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; + actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; + actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; + actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; + actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; + } + - /* - await newActorSheet._onDropItemCreate(scout); - await newActorSheet._onDropItemCreate(scout); - await newActorSheet._onDropItemCreate(scout); - */ + //const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; + //const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; - /* - var newActor = game.actors.find(o => o.name === 'Strom Klovrah'); - var classes = await game.packs.get('sw5e.classes'); - var content = await classes.getContent(); - var scout = content.find(o => o.name == 'Scout'); - var newActorSheet = new game.sw5e.applications.ActorSheet5eCharacterNew(newActor); - await newActorSheet._onDropItemCreate(scout); - await newActorSheet.close(); - var newActorSheet = new game.sw5e.applications.ActorSheet5eCharacterNew(newActor); - await newActorSheet._onDropItemCreate(scout); - await newActorSheet.close(); - var newActorSheet = new game.sw5e.applications.ActorSheet5eCharacterNew(newActor); - await newActorSheet._onDropItemCreate(scout); - await newActorSheet.close(); - */ + /* + function addInitialClassAndLevel(itemData){ + Actor5e.getClassFeatures(itemData).then(features => { + actor.createEmbeddedEntity("OwnedItem", features); + }); + } + */ + + // async function addSubsequentLevels(targetLvl, actor){ + // actor.data.data.details.level = targetLvl; + // var x = await actor.items.find(x => x.name == 'Scout'); + // x.data.data.levels = 6; + + + // } + + // function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){ + // //const lvl = actorClass.data.data.levels; + // //const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level); + // //if ( !(lvl === newLvl) ) { + // actorClass.update({"data.levels": newLvl}); + // itemData.data.levels = newLvl; + // Actor5e.getClassFeatures(itemData).then(features => { + // actor.createEmbeddedEntity("OwnedItem", features); + // }); + // //} + // return + // } + //await newActorSheet.close(); } 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'); - header.append(newImportButtonDiv); - newImportButtonDiv.children("button").remove(); - newImportButtonDiv.append(""); - newSearch.appendTo(header); + 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'); + header.append(newImportButtonDiv); + newImportButtonDiv.children("button").remove(); + newImportButtonDiv.append(""); + newSearch.appendTo(header); - let characterImportButton = $("#cs-import-button"); - characterImportButton.click(ev => { - let content = '

Saved Character JSON Import

' - + ' ' - + '
' - + ''; - let importDialog = new Dialog({ - title: "Import Character from SW5e.com", - content: content, - buttons: { - "Import": { - icon: '', - label: "Import Character", - callback: (e) => { - let characterData = $('#character-json').val(); - console.log('Parsing Character JSON'); - CharacterImporter.transform(characterData); - } - }, - "Cancel": { - icon: '', - label: "Cancel", - callback: () => {}, - } - } - }) - importDialog.render(true); - }); + let characterImportButton = $("#cs-import-button"); + characterImportButton.click(ev => { + let content = '

Saved Character JSON Import

' + + ' ' + + '
' + + ''; + let importDialog = new Dialog({ + title: "Import Character from SW5e.com", + content: content, + buttons: { + "Import": { + icon: '', + label: "Import Character", + callback: (e) => { + let characterData = $('#character-json').val(); + console.log('Parsing Character JSON'); + CharacterImporter.transform(characterData); + } + }, + "Cancel": { + icon: '', + label: "Cancel", + callback: () => {}, + } + } + }) + importDialog.render(true); + }); } } \ No newline at end of file diff --git a/sw5e.js b/sw5e.js index c3f8da95..a8abd476 100644 --- a/sw5e.js +++ b/sw5e.js @@ -17,6 +17,7 @@ import { measureDistances, getBarAttribute } from "./module/canvas.js"; // Import Entities import Actor5e from "./module/actor/entity.js"; import Item5e from "./module/item/entity.js"; +import CharacterImporter from "./module/characterImporter.js"; // Import Applications import AbilityTemplate from "./module/pixi/ability-template.js"; @@ -248,6 +249,7 @@ Hooks.on("renderSceneDirectory", (app, html, data)=> { }); Hooks.on("renderActorDirectory", (app, html, data)=> { setFolderBackground(html); + CharacterImporter.addImportButton(html); }); Hooks.on("renderItemDirectory", (app, html, data)=> { setFolderBackground(html); From 6d02f68608d4e2d51002ce69151daf372a293a8d Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Sun, 24 Jan 2021 16:55:26 -0500 Subject: [PATCH 21/27] Removed examples --- examples/.DS_Store | Bin 6148 -> 0 bytes examples/Mushu.json | 1 - examples/level-1/stromKlovrah.json | 1 - examples/level-1/stromKlovrah_beautified.json | 155 --- examples/level-1/stromKlovrah_foundry.json | 1 - .../stromKlovrah_foundry_beautified.json | 521 ------- examples/level-1/stromKlovrah_roll20.json | 1221 ----------------- examples/level-1/testCode.js | 205 --- examples/level-5/ellimist_test_character.json | 1 - .../ellimist_test_character_beautified.json | 170 --- examples/test_script.js | 117 -- 11 files changed, 2393 deletions(-) delete mode 100644 examples/.DS_Store delete mode 100644 examples/Mushu.json delete mode 100644 examples/level-1/stromKlovrah.json delete mode 100644 examples/level-1/stromKlovrah_beautified.json delete mode 100644 examples/level-1/stromKlovrah_foundry.json delete mode 100644 examples/level-1/stromKlovrah_foundry_beautified.json delete mode 100644 examples/level-1/stromKlovrah_roll20.json delete mode 100644 examples/level-1/testCode.js delete mode 100644 examples/level-5/ellimist_test_character.json delete mode 100644 examples/level-5/ellimist_test_character_beautified.json delete mode 100644 examples/test_script.js diff --git a/examples/.DS_Store b/examples/.DS_Store deleted file mode 100644 index 635000445f11e3c07f4c92c76dad7fb744156dd7..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 6148 zcmeHKL2J}N6n@jLHXAAKL0ZAfTm*$Gi5gIf5ZCq4gCIoopwcGI(oLJqESqc>T~`8v zze0b2e?r8w2XFoW|A2o$^u3v}ZkjGg4Nw{7@&7|2~z07KI+W-D8BL5YSGa+A4I8){u~X`BrhE2D_dA>oI1T^S+;F2+s}fY7zagIjPiCkd_uhkVbP1U z{ZNSXzz(BFNq4;2I(JuOMVMsWp-fKVE`~gPoMf>Wx5X%nb2(3-9G2B=HaA-rCKLD8 z4R4LR*S+Z)pSagcRFoas~6qd8(aP7FD5Uiuina9fZ@I+<*dfv@D7bbyresB zur2xn8N$AZdPHAzI+_dX!``}ua>(L=vyKNx1I$ac^}RaCv6 z+Jz6E;(Lsk{}jDSZLo5=KHqF@yKm;y=Jmy&+U7@9Y6FgoferUz1UdAuy$ZW%3COB7 zuvLtkt%3549G?OG-?z>je+rXn7%&W+PzGp!;HZSY#!{i&IjjH9A43jV0-`wN@ORwH$Q|m4xC-g)#*jeH=@Jj^gvE bQqafAK=d`13ULI*dMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6) piercing and 2 fire damage.\n","descriptionHtml":{},"$$hashKey":"object:1060"}],"reactions":[{"name":"Infused Strikes.","description":"When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 [fire] damage","descriptionHtml":{},"$$hashKey":"object:1065"}],"legendaryActions":[],"hitDieSize":10,"armorTypeStr":"(Natural Armor)","abilityScoreModifiers":{"strength":3,"dexterity":1,"constitution":2,"intelligence":-1,"wisdom":2,"charisma":-1},"abilityScoreStrs":{"strength":"16 (+3)","dexterity":"12 (+1)","constitution":"15 (+2)","intelligence":"8 (–1)","wisdom":"14 (+2)","charisma":"8 (–1)"},"extraHealthFromConstitution":30,"hitPoints":112,"hitPointsStr":"112 (15d10 + 30)","passivePerception":12,"challengeRatingStr":"2"},"sharing":{"linkSharingEnabled":true},"_id":"5fd0466f60c2d632c8613e3d","name":"Mushu","__v":0,"publishedBestiaryId":"5fd045c660c2d632c8613e19"} \ No newline at end of file diff --git a/examples/level-1/stromKlovrah.json b/examples/level-1/stromKlovrah.json deleted file mode 100644 index b0cc82ca..00000000 --- a/examples/level-1/stromKlovrah.json +++ /dev/null @@ -1 +0,0 @@ -{"name":"Strom Klovrah","builderVersion":"0.4.23","image":"","user":"","experiencePoints":0,"species":{"name":"Human","abilityScoreImprovementSelectedOption":0,"abilityScoreImprovement":{"Dexterity":2,"Charisma":1}},"classes":[{"name":"Scout","levels":1,"hitPoints":[],"abilityScoreImprovements":[]}],"baseAbilityScores":{"Strength":8,"Dexterity":15,"Constitution":12,"Intelligence":13,"Wisdom":10,"Charisma":14},"background":{"name":"Bounty Hunter","feat":{"name":"Alert","type":"Feat"}},"characteristics":{"alignment":"Chaotic Balanced","Personality Traits":"","Ideal":"","Bond":"","Flaw":"","Gender":"","Place of Birth":"","Age":"","Height":"","Weight":"","Hair":"","Eyes":"","Skin":"","Appearance":"","Backstory":""},"credits":1700,"equipment":[{"name":"Combat suit","quantity":1,"category":"Equipment","equipped":true},{"name":"Blaster carbine","quantity":1,"category":"Equipment","equipped":true},{"name":"Power cell","quantity":"2","category":"Equipment"},{"name":"Vibrodagger","quantity":"2","category":"Equipment","equipped":false},{"name":"Wristpad","quantity":1,"category":"Equipment"}],"currentStats":{"hitPointsLost":0,"temporaryHitPoints":0,"techPointsUsed":0,"forcePointsUsed":0,"superiorityDiceUsed":0,"hitDiceUsed":{},"deathSaves":{"successes":0,"failures":0},"hasInspiration":false,"featuresTimesUsed":{},"conditions":[],"exhaustion":0,"highLevelCasting":{"level6":false,"level7":false,"level8":false,"level9":false}},"tweaks":{"abilityScores":{"Wisdom":{"skills":{"Perception":{"proficiency":"Proficient"},"Survival":{"proficiency":"Proficient"},"Insight":{"proficiency":"Proficient"}}},"Intelligence":{"skills":{"Piloting":{"proficiency":"Proficient"}}},"Charisma":{"skills":{"Deception":{"proficiency":"Proficient"},"Persuasion":{"proficiency":"Proficient"}}}}},"customProficiencies":[],"customLanguages":[],"customFeatures":[],"customFeats":[],"customTechPowers":[],"customForcePowers":[],"customEquipment":[],"settings":{"isEnforcingForcePrerequisites":true,"isFixedHitPoints":false,"abilityScoreMethod":"Standard Array"},"notes":""} \ No newline at end of file diff --git a/examples/level-1/stromKlovrah_beautified.json b/examples/level-1/stromKlovrah_beautified.json deleted file mode 100644 index 1235576c..00000000 --- a/examples/level-1/stromKlovrah_beautified.json +++ /dev/null @@ -1,155 +0,0 @@ -{ - "name": "Strom Klovrah", - "builderVersion": "0.4.23", - "image": "", - "user": "", - "experiencePoints": 0, - "species": { - "name": "Human", - "abilityScoreImprovementSelectedOption": 0, - "abilityScoreImprovement": { - "Dexterity": 2, - "Charisma": 1 - } - }, - "classes": [ - { - "name": "Scout", - "levels": 1, - "hitPoints": [], - "abilityScoreImprovements": [] - } - ], - "baseAbilityScores": { - "Strength": 8, - "Dexterity": 15, - "Constitution": 12, - "Intelligence": 13, - "Wisdom": 10, - "Charisma": 14 - }, - "background": { - "name": "Bounty Hunter", - "feat": { - "name": "Alert", - "type": "Feat" - } - }, - "characteristics": { - "alignment": "Chaotic Balanced", - "Personality Traits": "", - "Ideal": "", - "Bond": "", - "Flaw": "", - "Gender": "", - "Place of Birth": "", - "Age": "", - "Height": "", - "Weight": "", - "Hair": "", - "Eyes": "", - "Skin": "", - "Appearance": "", - "Backstory": "" - }, - "credits": 1700, - "equipment": [ - { - "name": "Combat suit", - "quantity": 1, - "category": "Equipment", - "equipped": true - }, - { - "name": "Blaster carbine", - "quantity": 1, - "category": "Equipment", - "equipped": true - }, - { - "name": "Power cell", - "quantity": "2", - "category": "Equipment" - }, - { - "name": "Vibrodagger", - "quantity": "2", - "category": "Equipment", - "equipped": false - }, - { - "name": "Wristpad", - "quantity": 1, - "category": "Equipment" - } - ], - "currentStats": { - "hitPointsLost": 0, - "temporaryHitPoints": 0, - "techPointsUsed": 0, - "forcePointsUsed": 0, - "superiorityDiceUsed": 0, - "hitDiceUsed": {}, - "deathSaves": { - "successes": 0, - "failures": 0 - }, - "hasInspiration": false, - "featuresTimesUsed": {}, - "conditions": [], - "exhaustion": 0, - "highLevelCasting": { - "level6": false, - "level7": false, - "level8": false, - "level9": false - } - }, - "tweaks": { - "abilityScores": { - "Wisdom": { - "skills": { - "Perception": { - "proficiency": "Proficient" - }, - "Survival": { - "proficiency": "Proficient" - }, - "Insight": { - "proficiency": "Proficient" - } - } - }, - "Intelligence": { - "skills": { - "Piloting": { - "proficiency": "Proficient" - } - } - }, - "Charisma": { - "skills": { - "Deception": { - "proficiency": "Proficient" - }, - "Persuasion": { - "proficiency": "Proficient" - } - } - } - } - }, - "customProficiencies": [], - "customLanguages": [], - "customFeatures": [], - "customFeats": [], - "customTechPowers": [], - "customForcePowers": [], - "customEquipment": [], - "settings": { - "isEnforcingForcePrerequisites": true, - "isFixedHitPoints": false, - "abilityScoreMethod": "Standard Array" - }, - "notes": "" -} \ No newline at end of file diff --git a/examples/level-1/stromKlovrah_foundry.json b/examples/level-1/stromKlovrah_foundry.json deleted file mode 100644 index b6541ddc..00000000 --- a/examples/level-1/stromKlovrah_foundry.json +++ /dev/null @@ -1 +0,0 @@ -{"_id":"6hxTXYoNeoUTgZkW","name":"Strom Klovrah","permission":{"default":0,"VwxgyMubNVdjYqPY":3},"type":"character","data":{"abilities":{"str":{"value":8,"proficient":1},"dex":{"value":17,"proficient":1},"con":{"value":12,"proficient":0},"int":{"value":13,"proficient":0},"wis":{"value":19,"proficient":0},"cha":{"value":15,"proficient":0}},"attributes":{"ac":{"value":10},"hp":{"value":10,"min":0,"max":10,"temp":null,"tempmax":null},"init":{"value":null,"bonus":0},"powercasting":"int","speed":{"value":"30 ft","special":""},"death":{"success":0,"failure":0},"encumbrance":{"value":null,"max":null},"exhaustion":0,"inspiration":false},"details":{"biography":{"value":"","public":""},"alignment":"Chaotic Balanced","species":"Human","background":"Bounty Hunter","xp":{"value":0,"min":0,"max":300},"appearance":"","trait":"","ideal":"","bond":"","flaw":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"","languages":{"value":[],"custom":""},"weaponProf":{"value":[],"custom":""},"armorProf":{"value":[],"custom":""},"toolProf":{"value":[],"custom":""}},"currency":{"gc":0},"skills":{"acr":{"value":0,"ability":"dex"},"ani":{"value":0,"ability":"wis"},"ath":{"value":0,"ability":"str"},"dec":{"value":1,"ability":"cha"},"ins":{"value":1,"ability":"wis"},"itm":{"value":0,"ability":"cha"},"inv":{"value":0,"ability":"int"},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis"},"nat":{"value":0,"ability":"int"},"pil":{"value":1,"ability":"int"},"prc":{"value":1,"ability":"wis"},"prf":{"value":0,"ability":"cha"},"per":{"value":1,"ability":"cha"},"slt":{"value":0,"ability":"dex"},"ste":{"value":0,"ability":"dex"},"sur":{"value":0,"ability":"wis"},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"override":null},"power2":{"value":0,"override":null},"power3":{"value":0,"override":null},"power4":{"value":0,"override":null},"power5":{"value":0,"override":null},"power6":{"value":0,"override":null},"power7":{"value":0,"override":null},"power8":{"value":0,"override":null},"power9":{"value":0,"override":null},"pact":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"primary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"secondary":{"value":null,"max":null,"sr":false,"lr":false,"label":""},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"sort":100001,"flags":{},"token":{"flags":{},"name":"Strom Klovrah","displayName":0,"img":"icons/svg/mystery-man.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":30,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"6hxTXYoNeoUTgZkW","actorLink":true,"disposition":1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"_id":"GdUjCyF1pIRbfA5t","name":"Scout","type":"class","data":{"className":{"value":"Scout"},"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":""},"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.

"},"levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"powercasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

"}},"sort":100000,"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":"crC2RoFzf3XIcAgn","name":"Bounty Hunter","type":"background","data":{"flavorText":{"value":"

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

\n

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

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Persuasion, and Stealth"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of clothes appropriate to your duties, a set of binders, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable."},"featureName":{"value":"Ear to the Ground"},"featureText":{"value":"You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Charmer
4Stealthy
5Specialist
6Linguist
7Alert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":200000,"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} diff --git a/examples/level-1/stromKlovrah_foundry_beautified.json b/examples/level-1/stromKlovrah_foundry_beautified.json deleted file mode 100644 index a8060b66..00000000 --- a/examples/level-1/stromKlovrah_foundry_beautified.json +++ /dev/null @@ -1,521 +0,0 @@ -{ - "_id": "6hxTXYoNeoUTgZkW", - "name": "Strom Klovrah", - "permission": { - "default": 0, - "VwxgyMubNVdjYqPY": 3 - }, - "type": "character", - "data": { - "abilities": { - "str": { - "value": 8, - "proficient": 1 - }, - "dex": { - "value": 17, - "proficient": 1 - }, - "con": { - "value": 12, - "proficient": 0 - }, - "int": { - "value": 13, - "proficient": 0 - }, - "wis": { - "value": 19, - "proficient": 0 - }, - "cha": { - "value": 15, - "proficient": 0 - } - }, - "attributes": { - "ac": { - "value": 10 - }, - "hp": { - "value": 10, - "min": 0, - "max": 10, - "temp": null, - "tempmax": null - }, - "init": { - "value": null, - "bonus": 0 - }, - "powercasting": "int", - "speed": { - "value": "30 ft", - "special": "" - }, - "death": { - "success": 0, - "failure": 0 - }, - "encumbrance": { - "value": null, - "max": null - }, - "exhaustion": 0, - "inspiration": false - }, - "details": { - "biography": { - "value": "", - "public": "" - }, - "alignment": "Chaotic Balanced", - "species": "Human", - "background": "Bounty Hunter", - "xp": { - "value": 0, - "min": 0, - "max": 300 - }, - "appearance": "", - "trait": "", - "ideal": "", - "bond": "", - "flaw": "" - }, - "traits": { - "size": "med", - "di": { - "value": [], - "custom": "" - }, - "dr": { - "value": [], - "custom": "" - }, - "dv": { - "value": [], - "custom": "" - }, - "ci": { - "value": [], - "custom": "" - }, - "senses": "", - "languages": { - "value": [], - "custom": "" - }, - "weaponProf": { - "value": [], - "custom": "" - }, - "armorProf": { - "value": [], - "custom": "" - }, - "toolProf": { - "value": [], - "custom": "" - } - }, - "currency": { - "gc": 0 - }, - "skills": { - "acr": { - "value": 0, - "ability": "dex" - }, - "ani": { - "value": 0, - "ability": "wis" - }, - "ath": { - "value": 0, - "ability": "str" - }, - "dec": { - "value": 1, - "ability": "cha" - }, - "ins": { - "value": 1, - "ability": "wis" - }, - "itm": { - "value": 0, - "ability": "cha" - }, - "inv": { - "value": 0, - "ability": "int" - }, - "lor": { - "value": 0, - "ability": "int" - }, - "med": { - "value": 0, - "ability": "wis" - }, - "nat": { - "value": 0, - "ability": "int" - }, - "pil": { - "value": 1, - "ability": "int" - }, - "prc": { - "value": 1, - "ability": "wis" - }, - "prf": { - "value": 0, - "ability": "cha" - }, - "per": { - "value": 1, - "ability": "cha" - }, - "slt": { - "value": 0, - "ability": "dex" - }, - "ste": { - "value": 0, - "ability": "dex" - }, - "sur": { - "value": 0, - "ability": "wis" - }, - "tec": { - "value": 0, - "ability": "int" - } - }, - "powers": { - "power1": { - "value": 0, - "override": null - }, - "power2": { - "value": 0, - "override": null - }, - "power3": { - "value": 0, - "override": null - }, - "power4": { - "value": 0, - "override": null - }, - "power5": { - "value": 0, - "override": null - }, - "power6": { - "value": 0, - "override": null - }, - "power7": { - "value": 0, - "override": null - }, - "power8": { - "value": 0, - "override": null - }, - "power9": { - "value": 0, - "override": null - }, - "pact": { - "value": 0, - "override": null - } - }, - "bonuses": { - "mwak": { - "attack": "", - "damage": "" - }, - "rwak": { - "attack": "", - "damage": "" - }, - "mpak": { - "attack": "", - "damage": "" - }, - "rpak": { - "attack": "", - "damage": "" - }, - "abilities": { - "check": "", - "save": "", - "skill": "" - }, - "power": { - "dc": "" - } - }, - "resources": { - "primary": { - "value": null, - "max": null, - "sr": false, - "lr": false, - "label": "" - }, - "secondary": { - "value": null, - "max": null, - "sr": false, - "lr": false, - "label": "" - }, - "tertiary": { - "value": null, - "max": null, - "sr": false, - "lr": false, - "label": "" - } - } - }, - "sort": 100001, - "flags": {}, - "token": { - "flags": {}, - "name": "Strom Klovrah", - "displayName": 0, - "img": "icons/svg/mystery-man.svg", - "tint": null, - "width": 1, - "height": 1, - "scale": 1, - "lockRotation": false, - "rotation": 0, - "vision": true, - "dimSight": 30, - "brightSight": 0, - "dimLight": 0, - "brightLight": 0, - "sightAngle": 360, - "lightAngle": 360, - "lightAlpha": 1, - "lightAnimation": { - "speed": 5, - "intensity": 5 - }, - "actorId": "6hxTXYoNeoUTgZkW", - "actorLink": true, - "disposition": 1, - "displayBars": 0, - "bar1": {}, - "bar2": {}, - "randomImg": false - }, - "items": [ - { - "_id": "GdUjCyF1pIRbfA5t", - "name": "Scout", - "type": "class", - "data": { - "className": { - "value": "Scout" - }, - "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": "" - }, - "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.

" - }, - "levels": 1, - "subclass": "", - "hitDice": "d10", - "hitDiceUsed": 0, - "skills": { - "number": 3, - "choices": [], - "value": [] - }, - "powercasting": "none", - "attributes": { - "spelldc": 10 - }, - "damage": { - "parts": [] - }, - "archetypes": { - "value": "" - }, - "armorproperties": { - "parts": [] - }, - "weaponproperties": { - "parts": [] - }, - "levelsTable": { - "value": "

Test

" - }, - "atFlavorText": { - "value": "

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

" - } - }, - "sort": 100000, - "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": "crC2RoFzf3XIcAgn", - "name": "Bounty Hunter", - "type": "background", - "data": { - "flavorText": { - "value": "

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

\n

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

" - }, - "flavorName": { - "value": null - }, - "flavorDescription": { - "value": null - }, - "flavorOptions": { - "value": null - }, - "skillProficiencies": { - "value": "Choose two from Deception, Insight, Persuasion, and Stealth" - }, - "toolProficiencies": { - "value": "Your choice of demolitions kit, security kit, or slicer's kit" - }, - "languages": { - "value": "One of your choice" - }, - "equipment": { - "value": "A set of clothes appropriate to your duties, a set of binders, and a pouch containing 200 cr" - }, - "suggestedCharacteristics": { - "value": "Your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable." - }, - "featureName": { - "value": "Ear to the Ground" - }, - "featureText": { - "value": "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area." - }, - "featOptions": { - "value": "
d8Feat
1Silver-Tongued
2Empathic
3Charmer
4Stealthy
5Specialist
6Linguist
7Alert
8Athlete
" - }, - "personalityTraitOptions": { - "value": "
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
" - }, - "idealOptions": { - "value": "
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
" - }, - "flawOptions": { - "value": "
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
" - }, - "bondOptions": { - "value": "
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
" - }, - "source": "PHB", - "damage": { - "parts": [] - }, - "armorproperties": { - "parts": [] - }, - "weaponproperties": { - "parts": [] - } - }, - "sort": 200000, - "flags": {}, - "img": "icons/svg/mystery-man.svg", - "effects": [] - } - ], - "effects": [] - } \ No newline at end of file diff --git a/examples/level-1/stromKlovrah_roll20.json b/examples/level-1/stromKlovrah_roll20.json deleted file mode 100644 index 73e14984..00000000 --- a/examples/level-1/stromKlovrah_roll20.json +++ /dev/null @@ -1,1221 +0,0 @@ -{ - "schema_version": 2, - "name": "Strom Klovrah", - "avatar": "", - "bio": "", - "exportedBy": "www.sw5e.com", - "gmnotes": "", - "defaulttoken": "", - "tags": "[]", - "controlledby": "", - "inplayerjournals": "", - "attribs": [ - { - "name": "version", - "current": "2.4", - "max": "", - "id": "" - }, - { - "name": "options-class-selection", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "class", - "current": "Scout", - "max": "", - "id": "" - }, - { - "name": "subclass", - "current": "", - "max": "", - "id": "" - }, - { - "name": "class_display", - "current": " Scout 1", - "max": "", - "id": "" - }, - { - "name": "base_level", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "level", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "pb", - "current": "2", - "max": "", - "id": "" - }, - { - "name": "ac", - "current": "14", - "max": "", - "id": "" - }, - { - "name": "initiative_bonus", - "current": 5, - "max": "", - "id": "" - }, - { - "name": "speed", - "current": "30 ft", - "max": "", - "id": "" - }, - { - "name": "race", - "current": "Human", - "max": "", - "id": "" - }, - { - "name": "race_display", - "current": "Human", - "max": "", - "id": "" - }, - { - "name": "experience", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "background", - "current": "Bounty Hunter", - "max": "", - "id": "" - }, - { - "name": "alignment", - "current": "Chaotic Balanced", - "max": "", - "id": "" - }, - { - "name": "strength", - "current": 8, - "max": "", - "id": "" - }, - { - "name": "strength_base", - "current": "8", - "max": "", - "id": "" - }, - { - "name": "strength_mod", - "current": "-1", - "max": "", - "id": "" - }, - { - "name": "strength_save_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "strength_save_prof", - "current": "(@{pb})", - "max": "", - "id": "" - }, - { - "name": "athletics_bonus", - "current": -1, - "max": "", - "id": "" - }, - { - "name": "athletics_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "athletics_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "dexterity", - "current": 17, - "max": "", - "id": "" - }, - { - "name": "dexterity_base", - "current": "17", - "max": "", - "id": "" - }, - { - "name": "dexterity_mod", - "current": "3", - "max": "", - "id": "" - }, - { - "name": "dexterity_save_bonus", - "current": 5, - "max": "", - "id": "" - }, - { - "name": "dexterity_save_prof", - "current": "(@{pb})", - "max": "", - "id": "" - }, - { - "name": "acrobatics_bonus", - "current": 3, - "max": "", - "id": "" - }, - { - "name": "acrobatics_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "acrobatics_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "sleight_of_hand_bonus", - "current": 3, - "max": "", - "id": "" - }, - { - "name": "sleight_of_hand_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "sleight_of_hand_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "stealth_bonus", - "current": 3, - "max": "", - "id": "" - }, - { - "name": "stealth_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "stealth_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "constitution", - "current": 12, - "max": "", - "id": "" - }, - { - "name": "constitution_base", - "current": "12", - "max": "", - "id": "" - }, - { - "name": "constitution_mod", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "constitution_save_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "constitution_save_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "intelligence", - "current": 13, - "max": "", - "id": "" - }, - { - "name": "intelligence_base", - "current": "13", - "max": "", - "id": "" - }, - { - "name": "intelligence_mod", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "intelligence_save_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "intelligence_save_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "investigation_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "investigation_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "investigation_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "lore_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "lore_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "lore_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "nature_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "nature_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "nature_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "piloting_bonus", - "current": 3, - "max": "", - "id": "" - }, - { - "name": "piloting_prof", - "current": "(@{pb}*@{piloting_type})", - "max": "", - "id": "" - }, - { - "name": "piloting_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "technology_bonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "technology_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "technology_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "wisdom", - "current": 10, - "max": "", - "id": "" - }, - { - "name": "wisdom_base", - "current": "10", - "max": "", - "id": "" - }, - { - "name": "wisdom_mod", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "wisdom_save_bonus", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "wisdom_save_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "animal_handling_bonus", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "animal_handling_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "animal_handling_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "insight_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "insight_prof", - "current": "(@{pb}*@{insight_type})", - "max": "", - "id": "" - }, - { - "name": "insight_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "medicine_bonus", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "medicine_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "medicine_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "perception_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "perception_prof", - "current": "(@{pb}*@{perception_type})", - "max": "", - "id": "" - }, - { - "name": "perception_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "survival_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "survival_prof", - "current": "(@{pb}*@{survival_type})", - "max": "", - "id": "" - }, - { - "name": "survival_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "charisma", - "current": 15, - "max": "", - "id": "" - }, - { - "name": "charisma_base", - "current": "15", - "max": "", - "id": "" - }, - { - "name": "charisma_mod", - "current": "2", - "max": "", - "id": "" - }, - { - "name": "charisma_save_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "charisma_save_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "deception_bonus", - "current": 4, - "max": "", - "id": "" - }, - { - "name": "deception_prof", - "current": "(@{pb}*@{deception_type})", - "max": "", - "id": "" - }, - { - "name": "deception_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "intimidation_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "intimidation_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "intimidation_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "performance_bonus", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "performance_prof", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "performance_type", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "persuasion_bonus", - "current": 4, - "max": "", - "id": "" - }, - { - "name": "persuasion_prof", - "current": "(@{pb}*@{persuasion_type})", - "max": "", - "id": "" - }, - { - "name": "persuasion_type", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemname", - "current": "Combat suit", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemweight", - "current": "10", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MEkR140UwOo7BXjwlFz_itemcount", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemname", - "current": "Blaster carbine", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemweight", - "current": "8", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MVQsJcHl42pz2sIXjLo_itemcount", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemname", - "current": "Power cell", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemweight", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MUyLvOqSdNxKASoorPL_itemcount", - "current": "2", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemname", - "current": "Vibrodagger", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemweight", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-MLC4qxNsSNvmVxovp3C_itemcount", - "current": "2", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemname", - "current": "Wristpad", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemweight", - "current": "2", - "max": "", - "id": "" - }, - { - "name": "repeating_inventory_-M6LM3egOFubuujZAF8M_itemcount", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-MytIGi95NkweuEul5s6_name", - "current": "Galactic Basic", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-MytIGi95NkweuEul5s6_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkname", - "current": "Blaster carbine", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkbonus", - "current": 5, - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkattr_base", - "current": "@{dexterity_mod}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgtype", - "current": "Energy", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgbase", - "current": "1d6", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_dmgattr", - "current": "@{dexterity_mod}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkrange", - "current": "60/240", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atk_desc", - "current": "Ammunition (range 60/240), reload 16, two-handed", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_saveeffect", - "current": " ", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_atkdmgtype", - "current": "1d6+3 Energy", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase_dmg", - "current": "@{wtype}&{template:dmg} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag} {{dmg1=[[1d6 + 3[DEX]]]}} {{dmg1type=Energy}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globaldamage=[[0]]}} {{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase_crit", - "current": "@{wtype}&{template:dmg} {{crit=1}} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag}{{dmg1=[[1d6 + 3[DEX]]]}} {{dmg1type=Energy}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1d6]]}} {{crit2=[[0]]}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}}{{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}}{{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MX9of9acar4y6MviNAo_rollbase", - "current": "@{wtype}&{template:atk} {{mod=@{atkbonus}}} {{rname=[@{atkname}](~repeating_attack_attack_dmg)}} {{rnamec=[@{atkname}](~repeating_attack_attack_crit)}} {{r1=[[@{d20}cs>@{atkcritrange} + 3[DEX] + 2[PROF]]]}} @{rtype}cs>@{atkcritrange} + 3[DEX] + 2[PROF]]]}} {{range=@{atkrange}}} {{desc=@{atk_desc}}} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globalattack=@{global_attack_mod}}} ammo=@{ammo} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkname", - "current": "Unarmed Strike", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkbonus", - "current": 1, - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkattr_base", - "current": "@{strength_mod}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgtype", - "current": "Kinetic", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgbase", - "current": "1", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_dmgattr", - "current": "@{strength_mod}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkrange", - "current": "", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atk_desc", - "current": "", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_saveeffect", - "current": " ", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_atkdmgtype", - "current": "1+-1 Kinetic", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase_dmg", - "current": "@{wtype}&{template:dmg} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag} {{dmg1=[[1 + -1[STR]]]}} {{dmg1type=Kinetic}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globaldamage=[[0]]}} {{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase_crit", - "current": "@{wtype}&{template:dmg} {{crit=1}} {{rname=@{atkname}}} @{atkflag} {{range=@{atkrange}}} @{dmgflag}{{dmg1=[[1 + -1[STR]]]}} {{dmg1type=Kinetic}}@{dmg2flag} {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1]]}} {{crit2=[[0]]}} @{saveflag} {{desc=@{atk_desc}}} @{hldmg} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}}{{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}}{{globaldamagetype=@{global_damage_mod_type}}} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_attack_-MHF2l1EQUji5hpSVKJM_rollbase", - "current": "@{wtype}&{template:atk} {{mod=@{atkbonus}}} {{rname=[@{atkname}](~repeating_attack_attack_dmg)}} {{rnamec=[@{atkname}](~repeating_attack_attack_crit)}} {{r1=[[@{d20}cs>@{atkcritrange} + -1[STR] + 2[PROF]]]}} @{rtype}cs>@{atkcritrange} + -1[STR] + 2[PROF]]]}} {{range=@{atkrange}}} {{desc=@{atk_desc}}} {{powerlevel=@{powerlevel}}} {{innate=@{power_innate}}} {{globalattack=@{global_attack_mod}}} ammo=@{ammo} @{charname_output}", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_name", - "current": "Alert", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_source", - "current": "Feat", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_description", - "current": "Always on the lookout for danger, you gain the following benefits:\r\n- You gain a +5 bonus to initiative.\r\n- You can't be surprised while you are conscious.\r\n- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.\r\n", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MQfR2f2xSY23IZRyQK5_display_flag", - "current": "on", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_name", - "current": "Ear to the Ground", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_source", - "current": "Background", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_description", - "current": "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.\r\n", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_traits_-MPTQTTZvDvrBlhQnPJe_display_flag", - "current": "on", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_name", - "current": "All blasters", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_prof_type", - "current": "WEAPON", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M0aCcUzqtnoDcL6RPmJ_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_name", - "current": "all vibroweapons", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_prof_type", - "current": "WEAPON", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-MXlQuqIfRj8PGm9B9UU_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_name", - "current": "Light armor", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_prof_type", - "current": "ARMOR", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-M2rOLcH9Kxv9uq98LgM_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_name", - "current": "medium armor", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_prof_type", - "current": "ARMOR", - "max": "", - "id": "" - }, - { - "name": "repeating_proficiencies_-Mo4nSurubVWlZdxdJdY_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolname", - "current": "Your choice of demolitions kit, security kit, or slicer's kit", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolattr", - "current": "QUERY", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus", - "current": "?{Attribute?|Strength,@{strength_mod}|Dexterity,@{dexterity_mod}|Constitution,@{constitution_mod}|Intelligence,@{intelligence_mod}|Wisdom,@{wisdom_mod}|Charisma,@{charisma_mod}}+0+2", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus_display", - "current": "?", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolattr_base", - "current": "?{Attribute?|Strength,@{strength_mod}|Dexterity,@{dexterity_mod}|Constitution,@{constitution_mod}|Intelligence,@{intelligence_mod}|Wisdom,@{wisdom_mod}|Charisma,@{charisma_mod}}", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_toolbonus_base", - "current": "(@{pb})", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_tool_mod", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "repeating_tool_-MQ8P2mE6cDekBWPN41u_options-flag", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "hitdietype", - "current": 10, - "max": "", - "id": "" - }, - { - "name": "hitdie_final", - "current": "@{hitdietype}", - "max": "", - "id": "" - }, - { - "name": "personality_traits", - "current": "", - "max": "", - "id": "" - }, - { - "name": "ideals", - "current": "", - "max": "", - "id": "" - }, - { - "name": "bonds", - "current": "", - "max": "", - "id": "" - }, - { - "name": "flaws", - "current": "", - "max": "", - "id": "" - }, - { - "name": "hair", - "current": "", - "max": "", - "id": "" - }, - { - "name": "options-flag-personality", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "options-flag-ideals", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "options-flag-bonds", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "options-flag-flaws", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "height", - "current": "", - "max": "", - "id": "" - }, - { - "name": "eyes", - "current": "", - "max": "", - "id": "" - }, - { - "name": "skin", - "current": "", - "max": "", - "id": "" - }, - { - "name": "age", - "current": "", - "max": "", - "id": "" - }, - { - "name": "character_appearance", - "current": "", - "max": "", - "id": "" - }, - { - "name": "character_backstory", - "current": "", - "max": "", - "id": "" - }, - { - "name": "hp_temp", - "current": "0", - "max": "", - "id": "" - }, - { - "name": "passive_wisdom", - "current": "12", - "max": "", - "id": "" - }, - { - "name": "cr", - "current": 1700, - "max": "", - "id": "" - }, - { - "name": "force_power_points_total", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "force_power_points_expended", - "current": 0, - "max": "", - "id": "" - }, - { - "name": "tech_power_points_total", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "tech_power_points_expended", - "current": 2, - "max": "", - "id": "" - }, - { - "name": "hp", - "current": "11", - "max": "11", - "id": "" - }, - { - "name": "hit_dice", - "current": 1, - "max": "1d10", - "id": "" - } - ], - "abilities": [] -} \ No newline at end of file diff --git a/examples/level-1/testCode.js b/examples/level-1/testCode.js deleted file mode 100644 index cbf33f1e..00000000 --- a/examples/level-1/testCode.js +++ /dev/null @@ -1,205 +0,0 @@ -export default class CharacterImporter { - // transform JSON from sw5e.com to Foundry friendly format - // and insert new actor - static transform(rawCharacter){ - const sourceCharacter = JSON.parse(rawCharacter); - // v1 - just import the very basics: name, species, hp, ac and abilities - const name = sourceCharacter.name; - const species = sourceCharacter.attribs.find(o => o.name == "race").current; - const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; - const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current; - const ac = sourceCharacter.attribs.find(o => o.name == "ac").current; - const strength = sourceCharacter.attribs.find(o => o.name == "strength").current; - const dexterity = sourceCharacter.attribs.find(o => o.name == "dexterity").current; - const constitution = sourceCharacter.attribs.find(o => o.name == "constitution").current; - const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current; - const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current; - const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current; - - // v2 - import skills and proficiencies - const targetCharacter = { - name: sourceCharacter.name, - type: "character", - data: { - abilities: { - str: { - value: strength, - proficient: CharacterImporter.isProficient('strength_save', sourceCharacter) - }, - dex: { - value: dexterity, - proficient: CharacterImporter.isProficient('dexterity_save', sourceCharacter) - }, - con: { - value: constitution, - proficient: CharacterImporter.isProficient('constitution_save', sourceCharacter) - }, - int: { - value: intelligence, - proficient: CharacterImporter.isProficient('intelligence_save', sourceCharacter) - }, - wis: { - value: wisdom, - proficient: CharacterImporter.isProficient('wisdom_save', sourceCharacter) - }, - cha: { - value: charisma, - proficient: CharacterImporter.isProficient('charisma_save', sourceCharacter) - }, - }, - attributes: { - ac: { - value: ac - }, - hp: { - value: hp, - min: 0, - max: hp, - temp: hpTemp - } - }/*, - skills: { - "acr": { - value: CharacterImporter.fetchSkill('acrobatics', sourceCharacter), - "ability": "dex" - }, - "ani": { - value: CharacterImporter.fetchSkill('animal_handling', sourceCharacter), - "ability": "wis" - }, - "ath": { - value: CharacterImporter.fetchSkill('athletics', sourceCharacter), - "ability": "str" - }, - "dec": { - value: CharacterImporter.fetchSkill('deception', sourceCharacter), - "ability": "cha" - }, - "ins": { - value: CharacterImporter.fetchSkill('insight', sourceCharacter), - "ability": "wis" - }, - "itm": { - value: CharacterImporter.fetchSkill('intimidation', sourceCharacter), - "ability": "cha" - }, - "inv": { - value: CharacterImporter.fetchSkill('investigation', sourceCharacter), - "ability": "int" - }, - "lor": { - value: CharacterImporter.fetchSkill('lore', sourceCharacter), - "ability": "int" - }, - "med": { - value: CharacterImporter.fetchSkill('medicine', sourceCharacter), - "ability": "wis" - }, - "nat": { - value: CharacterImporter.fetchSkill('nature', sourceCharacter), - "ability": "int" - }, - "pil": { - value: CharacterImporter.fetchSkill('piloting', sourceCharacter), - "ability": "int" - }, - "prc": { - value: CharacterImporter.fetchSkill('perception', sourceCharacter), - "ability": "wis" - }, - "prf": { - value: CharacterImporter.fetchSkill('performance', sourceCharacter), - "ability": "cha" - }, - "per": { - value: CharacterImporter.fetchSkill('persusasion', sourceCharacter), - "ability": "cha" - }, - "slt": { - value: CharacterImporter.fetchSkill('sleight_of_hand', sourceCharacter), - "ability": "dex" - }, - "ste": { - value: CharacterImporter.fetchSkill('stealth', sourceCharacter), - "ability": "dex" - }, - "sur": { - value: CharacterImporter.fetchSkill('survival', sourceCharacter), - "ability": "wis" - }, - "tec": { - value: CharacterImporter.fetchSkill('technology', sourceCharacter), - "ability": "int" - } - }*/ - } - }; - - Actor.create(targetCharacter); - } - - 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'); - header.append(newImportButtonDiv); - newImportButtonDiv.children("button").remove(); - newImportButtonDiv.append(""); - newSearch.appendTo(header); - - let characterImportButton = $("#cs-import-button"); - characterImportButton.click(ev => { - console.log("FISH: character import button pressed. 2") - let files = []; - let contentOld = '

Saved Character JSON Import

' - + '' - + '
' - + '
'; - let content = '

Saved Character JSON Import

' - + ' ' - + '
' - + ''; - let importDialog = new Dialog({ - title: "Import Character from SW5e.com", - content: content, - buttons: { - "Import": { - icon: '', - label: "Import Character", - callback: (e) => { - let characterData = $('#character-json').val(); - console.log('Parsing Character JSON'); - CharacterImporter.transform(characterData); - } - }, - "Cancel": { - icon: '', - label: "Cancel", - callback: () => {}, - } - } - }) - importDialog.render(true); - }); - } - - static isProficient(ability, sourceCharacter){ - let abilitySaveProf = ability + "_save_prof"; - let prof = sourceCharacter.attribs.find(o => o.name == abilitySaveProf).current; - if (prof == "(@{pb})") { - console.log("DEBUG Prof: true"); - return 1 - } else { - console.log("DEBUG Prof: false"); - return 0 - } - } - - static fetchSkill(skill, source){ - return source.attribs.find(o => o.name == skill+'_mod').current; - } - -} \ No newline at end of file diff --git a/examples/level-5/ellimist_test_character.json b/examples/level-5/ellimist_test_character.json deleted file mode 100644 index a7424a47..00000000 --- a/examples/level-5/ellimist_test_character.json +++ /dev/null @@ -1 +0,0 @@ -{"name":"Ellimist Skywalker","builderVersion":"0.0.0","image":"","user":"","experiencePoints":64000,"species":{"name":"Kel Dor","abilityScoreImprovementSelectedOption":0,"abilityScoreImprovement":{}},"classes":[{"name":"Consular","levels":5,"hitPoints":[4,4,4,4],"abilityScoreImprovements":[{"type":"Ability Score Improvement","abilitiesIncreased":[{"name":"Wisdom","value":2}]}],"archetype":{"name":"Way of Balance"},"forcePowers":["Turbulence","Spirit Blade","Wound","Telemetry","Stun Droid","Stun","Telekinetic Storm","Sever Force"]},{"name":"Monk","levels":5,"hitPoints":[5,5,5,5,5],"abilityScoreImprovements":[{"type":"Ability Score Improvement","abilitiesIncreased":[{"name":"Wisdom","value":2}]}],"archetype":{"name":"Whills Order"}}],"baseAbilityScores":{"Strength":8,"Dexterity":14,"Constitution":13,"Intelligence":12,"Wisdom":15,"Charisma":10},"background":{"name":"Force Adept","feat":{"name":"Entertainer","type":"Feat"}},"characteristics":{"alignment":"Neutral Light","Personality Traits":"Personality Traits","Ideal":"Ideal","Bond":"Bond","Flaw":"Flaw","Gender":"Gender","Place of Birth":"Place of Birth","Age":"55","Height":"5'10\"","Weight":"Weight","Hair":"Hair","Eyes":"Eyes","Skin":"Skin","Appearance":"Appearance","Backstory":"Backstory"},"credits":0,"equipment":[{"name":"Combat suit","quantity":1,"category":"Equipment","equipped":true},{"name":"Shotosaber","quantity":"2","category":"Equipment","equipped":true},{"name":"Datacron Mark V","quantity":1,"category":"EnhancedItem"}],"currentStats":{"hitPointsLost":0,"temporaryHitPoints":0,"techPointsUsed":0,"forcePointsUsed":0,"superiorityDiceUsed":0,"hitDiceUsed":{},"deathSaves":{"successes":0,"failures":0},"hasInspiration":false,"featuresTimesUsed":{},"conditions":[],"exhaustion":0,"highLevelCasting":{"level6":false,"level7":false,"level8":false,"level9":false}},"tweaks":{},"customProficiencies":[],"customLanguages":[],"customFeatures":[],"customFeats":[],"customTechPowers":[],"customForcePowers":[],"customEquipment":[{"name":"Custom item","quantity":1,"equipmentCategory":"Gear","cost":"10","description":"Description of the thing","weight":1}],"settings":{"isEnforcingForcePrerequisites":true,"isFixedHitPoints":true,"abilityScoreMethod":"Standard Array"},"notes":""} \ No newline at end of file diff --git a/examples/level-5/ellimist_test_character_beautified.json b/examples/level-5/ellimist_test_character_beautified.json deleted file mode 100644 index fa69dfcf..00000000 --- a/examples/level-5/ellimist_test_character_beautified.json +++ /dev/null @@ -1,170 +0,0 @@ -{ - "name": "Ellimist Skywalker", - "builderVersion": "0.0.0", - "image": "", - "user": "", - "experiencePoints": 64000, - "species": { - "name": "Kel Dor", - "abilityScoreImprovementSelectedOption": 0, - "abilityScoreImprovement": {} - }, - "classes": [ - { - "name": "Consular", - "levels": 5, - "hitPoints": [ - 4, - 4, - 4, - 4 - ], - "abilityScoreImprovements": [ - { - "type": "Ability Score Improvement", - "abilitiesIncreased": [ - { - "name": "Wisdom", - "value": 2 - } - ] - } - ], - "archetype": { - "name": "Way of Balance" - }, - "forcePowers": [ - "Turbulence", - "Spirit Blade", - "Wound", - "Telemetry", - "Stun Droid", - "Stun", - "Telekinetic Storm", - "Sever Force" - ] - }, - { - "name": "Monk", - "levels": 5, - "hitPoints": [ - 5, - 5, - 5, - 5, - 5 - ], - "abilityScoreImprovements": [ - { - "type": "Ability Score Improvement", - "abilitiesIncreased": [ - { - "name": "Wisdom", - "value": 2 - } - ] - } - ], - "archetype": { - "name": "Whills Order" - } - } - ], - "baseAbilityScores": { - "Strength": 8, - "Dexterity": 14, - "Constitution": 13, - "Intelligence": 12, - "Wisdom": 15, - "Charisma": 10 - }, - "background": { - "name": "Force Adept", - "feat": { - "name": "Entertainer", - "type": "Feat" - } - }, - "characteristics": { - "alignment": "Neutral Light", - "Personality Traits": "Personality Traits", - "Ideal": "Ideal", - "Bond": "Bond", - "Flaw": "Flaw", - "Gender": "Gender", - "Place of Birth": "Place of Birth", - "Age": "55", - "Height": "5'10\"", - "Weight": "Weight", - "Hair": "Hair", - "Eyes": "Eyes", - "Skin": "Skin", - "Appearance": "Appearance", - "Backstory": "Backstory" - }, - "credits": 0, - "equipment": [ - { - "name": "Combat suit", - "quantity": 1, - "category": "Equipment", - "equipped": true - }, - { - "name": "Shotosaber", - "quantity": "2", - "category": "Equipment", - "equipped": true - }, - { - "name": "Datacron Mark V", - "quantity": 1, - "category": "EnhancedItem" - } - ], - "currentStats": { - "hitPointsLost": 0, - "temporaryHitPoints": 0, - "techPointsUsed": 0, - "forcePointsUsed": 0, - "superiorityDiceUsed": 0, - "hitDiceUsed": {}, - "deathSaves": { - "successes": 0, - "failures": 0 - }, - "hasInspiration": false, - "featuresTimesUsed": {}, - "conditions": [], - "exhaustion": 0, - "highLevelCasting": { - "level6": false, - "level7": false, - "level8": false, - "level9": false - } - }, - "tweaks": {}, - "customProficiencies": [], - "customLanguages": [], - "customFeatures": [], - "customFeats": [], - "customTechPowers": [], - "customForcePowers": [], - "customEquipment": [ - { - "name": "Custom item", - "quantity": 1, - "equipmentCategory": "Gear", - "cost": "10", - "description": "Description of the thing", - "weight": 1 - } - ], - "settings": { - "isEnforcingForcePrerequisites": true, - "isFixedHitPoints": true, - "abilityScoreMethod": "Standard Array" - }, - "notes": "" -} \ No newline at end of file diff --git a/examples/test_script.js b/examples/test_script.js deleted file mode 100644 index a32ca5a6..00000000 --- a/examples/test_script.js +++ /dev/null @@ -1,117 +0,0 @@ -const targetCharacter = { - name: sourceCharacter.name, - type: "character", - data: { - abilities: { - str: { - value: strength, - proficient: strengthSaveProf - }, - dex: { - value: dexterity, - proficient: dexteritySaveProf - }, - con: { - value: constitution, - proficient: constitutionSaveProf - }, - int: { - value: intelligence, - proficient: intelligenceSaveProf - }, - wis: { - value: wisdom, - proficient: wisdomSaveProf - }, - cha: { - value: charisma, - proficient: charismaSaveProf - }, - }, - attributes: { - ac: { - value: ac - }, - hp: { - value: hp, - min: 0, - max: hp, - temp: hpTemp - } - }/*, - skills: { - acr: { - value: acrobaticsSkill, - ability: "dex" - }, - ani: { - value: animalHandlingSkill, - ability: "wis" - }, - ath: { - value: athleticsSkill, - ability: "str" - }, - dec: { - value: deceptionSkill, - ability: "cha" - }, - ins: { - value: insightSkill, - ability: "wis" - }, - itm: { - value: intimidationSkill, - ability: "cha" - }, - inv: { - value: investigationSkill, - ability: "int" - }, - lor: { - value: loreSkill, - ability: "int" - }, - med: { - value: medicineSkill, - ability: "wis" - }, - nat: { - value: natureSkill, - ability: "int" - }, - pil: { - value: pilotingSkill, - ability: "int" - }, - prc: { - value: perceptionSkill, - ability: "wis" - }, - prf: { - value: performanceSkill, - ability: "cha" - }, - per: { - value: persuasionSkill, - ability: "cha" - }, - slt: { - value: sleightOfHandSkill, - ability: "dex" - }, - ste: { - value: stealthSkill, - ability: "dex" - }, - sur: { - value: survivalSkill, - ability: "wis" - }, - tec: { - value: technologySkill, - ability: "int" - } - }*/ - } - }; \ No newline at end of file From 9742983db0f98e725fa1535d686ab364f890b85e Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Sun, 24 Jan 2021 17:01:49 -0500 Subject: [PATCH 22/27] prior to revert --- module/characterImporter.js | 1 + 1 file changed, 1 insertion(+) diff --git a/module/characterImporter.js b/module/characterImporter.js index 39d77013..85560ce7 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -4,6 +4,7 @@ export default class CharacterImporter { // and insert new actor static async transform(rawCharacter){ const sourceCharacter = JSON.parse(rawCharacter); + // v1 - just import the very basics: name, species, hp, ac and abilities const name = sourceCharacter.name; const species = sourceCharacter.attribs.find(o => o.name == "race").current; From cc96d58fa741808aa68d1973d8f19837033710ec Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Sun, 24 Jan 2021 17:19:30 -0500 Subject: [PATCH 23/27] skills still broken --- .vscode/launch.json | 15 --------------- module/characterImporter.js | 26 ++++++++++++++++++++++++-- 2 files changed, 24 insertions(+), 17 deletions(-) delete mode 100644 .vscode/launch.json diff --git a/.vscode/launch.json b/.vscode/launch.json deleted file mode 100644 index 2ba986f6..00000000 --- a/.vscode/launch.json +++ /dev/null @@ -1,15 +0,0 @@ -{ - // Use IntelliSense to learn about possible attributes. - // Hover to view descriptions of existing attributes. - // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 - "version": "0.2.0", - "configurations": [ - { - "type": "chrome", - "request": "launch", - "name": "Launch Chrome against localhost", - "url": "http://localhost:8080", - "webRoot": "${workspaceFolder}" - } - ] -} \ No newline at end of file diff --git a/module/characterImporter.js b/module/characterImporter.js index 85560ce7..27178353 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -24,6 +24,28 @@ export default class CharacterImporter { const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0; const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0; + // v2 - skills and proficiencies + const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; + const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; + const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; + const deceptionSkill = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; + const insightSkill = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; + const intimidationSkill = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; + const investigationSkill = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; + const loreSkill = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; + const medicineSkill = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; + const natureSkill = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; + const pilotingSkill = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; + const perceptionSkill = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; + const performanceSkill = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; + const persuasionSkill = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; + const sleightOfHandSkill = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; + const stealthSkill = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; + const survivalSkill = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; + const technologySkill = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; + const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; + const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; + const targetCharacter = { name: sourceCharacter.name, type: "character", @@ -64,7 +86,7 @@ export default class CharacterImporter { max: hp, temp: hpTemp } - }/*, + }, skills: { acr: { value: acrobaticsSkill, @@ -138,7 +160,7 @@ export default class CharacterImporter { value: technologySkill, ability: "int" } - }*/ + } } }; From 6384c701e1e02b2849424754d201ba5d9ffc41eb Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Mon, 25 Jan 2021 14:30:31 -0500 Subject: [PATCH 24/27] add class and level v1 --- module/characterImporter.js | 169 ++++-------------------------------- 1 file changed, 16 insertions(+), 153 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index 27178353..229b54b7 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -23,31 +23,16 @@ export default class CharacterImporter { const intelligenceSaveProf = sourceCharacter.attribs.find(o => o.name == 'intelligence_save_prof').current ? 1 : 0; const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0; const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0; + // v2 skills + // broken + + // v3 classes + const profession = sourceCharacter.attribs.find(o => o.name == "class").current; + let professionLevel = sourceCharacter.attribs.find(o => o.name == "class_display").current; + professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); - // v2 - skills and proficiencies - const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; - const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; - const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; - const deceptionSkill = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; - const insightSkill = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; - const intimidationSkill = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; - const investigationSkill = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; - const loreSkill = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; - const medicineSkill = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; - const natureSkill = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; - const pilotingSkill = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; - const perceptionSkill = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; - const performanceSkill = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; - const persuasionSkill = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; - const sleightOfHandSkill = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; - const stealthSkill = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; - const survivalSkill = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; - const technologySkill = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; - const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; - const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; - const targetCharacter = { - name: sourceCharacter.name, + name: name, type: "character", data: { abilities: { @@ -86,141 +71,19 @@ export default class CharacterImporter { max: hp, temp: hpTemp } - }, - skills: { - acr: { - value: acrobaticsSkill, - ability: "dex" - }, - ani: { - value: animalHandlingSkill, - ability: "wis" - }, - ath: { - value: athleticsSkill, - ability: "str" - }, - dec: { - value: deceptionSkill, - ability: "cha" - }, - ins: { - value: insightSkill, - ability: "wis" - }, - itm: { - value: intimidationSkill, - ability: "cha" - }, - inv: { - value: investigationSkill, - ability: "int" - }, - lor: { - value: loreSkill, - ability: "int" - }, - med: { - value: medicineSkill, - ability: "wis" - }, - nat: { - value: natureSkill, - ability: "int" - }, - pil: { - value: pilotingSkill, - ability: "int" - }, - prc: { - value: perceptionSkill, - ability: "wis" - }, - prf: { - value: performanceSkill, - ability: "cha" - }, - per: { - value: persuasionSkill, - ability: "cha" - }, - slt: { - value: sleightOfHandSkill, - ability: "dex" - }, - ste: { - value: stealthSkill, - ability: "dex" - }, - sur: { - value: survivalSkill, - ability: "wis" - }, - tec: { - value: technologySkill, - ability: "int" - } } } }; - - let actor = await Actor.create(targetCharacter); - - async function assignSkills(id){ - let hero = game.actor.get(id); - actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current; - actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current; - actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current; - actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current; - actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current; - actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current; - actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current; - actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current; - actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current; - actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current; - actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current; - actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current; - actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current; - actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current; - actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current; - actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current; - actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current; - actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current; - } - - //const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current; - //const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current; + let actor = await Actor.create(targetCharacter); + addClasses(profession, professionLevel, actor); + } - /* - function addInitialClassAndLevel(itemData){ - Actor5e.getClassFeatures(itemData).then(features => { - actor.createEmbeddedEntity("OwnedItem", features); - }); - } - */ - - // async function addSubsequentLevels(targetLvl, actor){ - // actor.data.data.details.level = targetLvl; - // var x = await actor.items.find(x => x.name == 'Scout'); - // x.data.data.levels = 6; - - - // } - - // function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){ - // //const lvl = actorClass.data.data.levels; - // //const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level); - // //if ( !(lvl === newLvl) ) { - // actorClass.update({"data.levels": newLvl}); - // itemData.data.levels = newLvl; - // Actor5e.getClassFeatures(itemData).then(features => { - // actor.createEmbeddedEntity("OwnedItem", features); - // }); - // //} - // return - // } - //await newActorSheet.close(); + 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){ From b38e51b20fa3109dd5b79b00769e62d0578968da Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Mon, 25 Jan 2021 15:32:47 -0500 Subject: [PATCH 25/27] skills still not working --- module/characterImporter.js | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index 229b54b7..b9c9003b 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -6,7 +6,7 @@ export default class CharacterImporter { const sourceCharacter = JSON.parse(rawCharacter); // v1 - just import the very basics: name, species, hp, ac and abilities - const name = sourceCharacter.name; + const characterName = sourceCharacter.name; const species = sourceCharacter.attribs.find(o => o.name == "race").current; const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current; @@ -29,10 +29,10 @@ export default class CharacterImporter { // v3 classes const profession = sourceCharacter.attribs.find(o => o.name == "class").current; let professionLevel = sourceCharacter.attribs.find(o => o.name == "class_display").current; - professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); + professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); //remove a-z, leaving only integers const targetCharacter = { - name: name, + name: characterName, type: "character", data: { abilities: { @@ -74,12 +74,12 @@ export default class CharacterImporter { } } }; - + console.log(targetCharacter); let actor = await Actor.create(targetCharacter); - addClasses(profession, professionLevel, actor); + //CharacterImporter.addClasses(profession, professionLevel, actor); } - async addClasses(profession, level, actor){ + 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; From 90dfc64b0f2f92663d9db6ba7f935ebd2ac745e4 Mon Sep 17 00:00:00 2001 From: Mike Magarino Date: Mon, 25 Jan 2021 19:22:30 -0500 Subject: [PATCH 26/27] alpha --- module/characterImporter.js | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index b9c9003b..103a7583 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -8,6 +8,8 @@ export default class CharacterImporter { // v1 - just import the very basics: name, species, hp, ac and abilities const characterName = sourceCharacter.name; const species = sourceCharacter.attribs.find(o => o.name == "race").current; + const background = sourceCharacter.attribs.find(o => o.name == "background").current; + const alignment = sourceCharacter.attribs.find(o => o.name == "alignment").current; const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current; const ac = sourceCharacter.attribs.find(o => o.name == "ac").current; @@ -61,6 +63,11 @@ export default class CharacterImporter { proficient: charismaSaveProf }, }, + details: { + species: species, + background: background, + alignment: alignment + }, attributes: { ac: { value: ac @@ -76,7 +83,7 @@ export default class CharacterImporter { }; console.log(targetCharacter); let actor = await Actor.create(targetCharacter); - //CharacterImporter.addClasses(profession, professionLevel, actor); + CharacterImporter.addClasses(profession, professionLevel, actor); } static async addClasses(profession, level, actor){ From 3d5024b0c506572314cca2715675103e40e66a79 Mon Sep 17 00:00:00 2001 From: ellimist25 Date: Mon, 25 Jan 2021 21:59:05 -0500 Subject: [PATCH 27/27] refactored current import --- module/characterImporter.js | 122 ++++++++++++++++-------------------- 1 file changed, 53 insertions(+), 69 deletions(-) diff --git a/module/characterImporter.js b/module/characterImporter.js index 103a7583..e5af2c18 100644 --- a/module/characterImporter.js +++ b/module/characterImporter.js @@ -3,86 +3,70 @@ 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); + const sourceCharacter = JSON.parse(rawCharacter); //source character - // v1 - just import the very basics: name, species, hp, ac and abilities - const characterName = sourceCharacter.name; - const species = sourceCharacter.attribs.find(o => o.name == "race").current; - const background = sourceCharacter.attribs.find(o => o.name == "background").current; - const alignment = sourceCharacter.attribs.find(o => o.name == "alignment").current; - const hp = sourceCharacter.attribs.find(o => o.name == "hp").current; - const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current; - const ac = sourceCharacter.attribs.find(o => o.name == "ac").current; - const strength = sourceCharacter.attribs.find(o => o.name == "strength").current; - const dexterity = sourceCharacter.attribs.find(o => o.name == "dexterity").current; - const constitution = sourceCharacter.attribs.find(o => o.name == "constitution").current; - const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current; - const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current; - const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current; - const strengthSaveProf = sourceCharacter.attribs.find(o => o.name == 'strength_save_prof').current ? 1 : 0; - const dexteritySaveProf = sourceCharacter.attribs.find(o => o.name == 'dexterity_save_prof').current ? 1 : 0; - const constitutionSaveProf = sourceCharacter.attribs.find(o => o.name == 'constitution_save_prof').current ? 1 : 0; - const intelligenceSaveProf = sourceCharacter.attribs.find(o => o.name == 'intelligence_save_prof').current ? 1 : 0; - const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0; - const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0; - // v2 skills - // broken + 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 + } + + const hp = { + 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 + }; - // v3 classes - const profession = sourceCharacter.attribs.find(o => o.name == "class").current; - let professionLevel = sourceCharacter.attribs.find(o => o.name == "class_display").current; - professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); //remove a-z, leaving only integers + const ac = { + 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 + }, + dex: { + 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 + }, + int: { + 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 + }, + cha: { + value: sourceCharacter.attribs.find(e => e.name == "charisma").current, + proficient: sourceCharacter.attribs.find(e => e.name == 'charisma_save_prof').current ? 1 : 0 + }, + }; const targetCharacter = { - name: characterName, + name: sourceCharacter.name, type: "character", data: { - abilities: { - str: { - value: strength, - proficient: strengthSaveProf - }, - dex: { - value: dexterity, - proficient: dexteritySaveProf - }, - con: { - value: constitution, - proficient: constitutionSaveProf - }, - int: { - value: intelligence, - proficient: intelligenceSaveProf - }, - wis: { - value: wisdom, - proficient: wisdomSaveProf - }, - cha: { - value: charisma, - proficient: charismaSaveProf - }, - }, - details: { - species: species, - background: background, - alignment: alignment - }, + abilities: abilities, + details: details, attributes: { - ac: { - value: ac - }, - hp: { - value: hp, - min: 0, - max: hp, - temp: hpTemp - } + ac: ac, + hp: hp } } }; - console.log(targetCharacter); + 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); }