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Adept Specialist

\n

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

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

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

Growing Momentum

\n

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

\n

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

\n

Whirling Weapons

\n

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.

\n

Focused Breathing

\n

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

\n

Unstoppable Force

\n

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

\n

Instant Acceleration

\n

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

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

Way of Negation

\n

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

\n

Force Deflection

\n

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.

\n

Power Surge

\n

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

\n

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

\n

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

\n

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

\n

Enduring Focus

\n

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

\n

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

\n

Conflux

\n

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

\n

Tutaminis Mastery

\n

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

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

Blademaster Specialist

\n

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

\n

Unarmored Defense

\n

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

\n

Adaptive Fighting

\n

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

\n

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

\n

Change Up

\n

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

\n

Draw

\n

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

\n

Stow

\n

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

\n

Dervish

\n

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).

\n

Resilient Fighting

\n

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

\n

Adrenaline Rush

\n

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

\n

Bladestorm

\n

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

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Blademaster%20Specialist.webp","effects":[]} +{"_id":"8UxY6Q7jXLR9tedX","name":"Kro Var Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kro Var Order

\n

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

\n

Elemental Attunement

\n

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

\n

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

\n\n

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

\n

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

\n

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

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

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

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

Elemental Adept

\n

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

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

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

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

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

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

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

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

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

Elemental Master

\n

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

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

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

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

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

  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

  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

  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

  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.

\n

Elemental Paragon

\n

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

Archetype of Air

\n

Prerequisite: Ride the Wind

\n

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

\n\n

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

\n

Figure of Flame

\n

Prerequisite: River of Hungry Flame

\n

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

\n\n

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

\n

Icon of Ice

\n

Prerequisite: Shape the Flowing River

\n

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

\n\n

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

\n

Embodiment of Earth

\n

Prerequisite: Earth Reaches for Sky

\n

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

\n\n

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

\n

Avatar

\n

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"},"source":"EC","classCasterType":""},"flags":{"core":{"sourceId":"Item.O5AoHo3xLmzUywN0"},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Kro%20Var%20Order.webp","effects":[]} {"_id":"9AQImD6JBpd9c1UK","name":"Path of the Corsair","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of the Corsair

\n

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

\n

Scavenger's Reach

\n

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

\n

Corsair Weapons

\n

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

\n

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

\n

Force-Empowered Detonators

\n

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

\n

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

\n

Energized Kinetics

\n

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

\n

Disorienting Detonations

\n

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

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

Form IV: Ataru

\n

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

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.yfCFM4d8xPdcsNKe]{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.

\n

The Way of the Hawk-Bat

\n

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

\n

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

\n

Channel the Force

\n

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

\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

Hawk-Bat Swoop

\n

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

\n

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

\n

Whirlwind Attack

\n

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

\n

Master of Aggression

\n

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

\n\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ataru%20Form.webp","effects":[]} {"_id":"A3MyNIRoyvE9fP64","name":"Ruffian Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Ruffian Practice

\n

Those operatives who choose the Ruffian Practice use rough-and-tumble tactics to handle any fight, big or small. They incite chaos and make devious moves that keep their enemies reeling.

\n

Rakish Audacity

\n

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

\n

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

\n

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

\n

Nimble Step

\n

Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.

\n

Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:

\n

Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.

\n

Blade Defense

\n

You attempt to determine your target's next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

\n

Disarming Strike

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.

\n

Fancy Footwork

\n

Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

\n

Panache

\n

Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

\n

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.

\n

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

\n

Elegant Maneuver

\n

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

\n

Master Duelist

\n

At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ruffian%20Practice.webp","effects":[]} @@ -26,6 +27,7 @@ {"_id":"Fo2ZNwCWXfWuDJji","name":"Marauder Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Marauder Approach

\n

Few things are more terrifying than being in the path of a Berserker who has learned the ways of the Force. Those who follow this path unlock something deep within them, a well of untamed power from the depths of their fury. When a marauder unleashes their rage, they channel their brute strength into primal might, and uses it to devastate his foes in a hail of fire, blades, and blood. Due to the uncontrolled nature of their powers, marauders have a dangerous predilection for the strength and raw power offered by the dark side, and many fall into it’s clutches. Even those who do not are always temped by the voices of fury barely contained within.

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

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

Furious Force

\n

Also at 3rd level, you can cast force powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from force powers you cast. If a force power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting force powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a force power that requires an attack roll.

\n

Reckless Power

\n

At 6th level, weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.

\n

Powerful Presence

\n

Starting at 10th level, as a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

\n

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

\n

Force Storm

\n

At 14th level, you can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Marauder%20Approach.webp","effects":[]} {"_id":"G1F7NBAvLma5Aot4","name":"Lethality Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Lethality Practice

\n

Those operatives who choose the Lethality Practice use disguises to get close to their enemies, then leverage the toxic power of poisons to debilitate them and capitalize on their weaknesses.

\n

Bonus Proficiencies

\n

When you choose this practice at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

\n

Assassinate

\n

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

\n

Lethal Strikes

\n

Lastly at 3rd level, you learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.

\n

Some of your lethal strikes require your target to mak ea saving throw to resist the lethal strike's effects. The saving throw DC is calculated as follows:

\n

Lethal Strike save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Priming Attack

\n

You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.

\n

Target Assessment

\n

You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:

\n\n

Vulnerable Strike

\n

You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a saving throw with the ability score of your choice. On a failed save, the creature takes normal weapon damage and you can apply your Sneak Attack dice to the roll.

\n

Poisoner

\n

Beginning at 9th level, you are a master of poisons. You can apply a poison as a bonus action, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal the application of poisons.

\n

Additionally, you can improve the capability of one dose of poison. To use this benefit, you must have a poisoner's kit, and the poison must be within reach. If the poison is applied before the end of your next short or long rest, the target has disadvantage on the saving throw made to resist your poison. Once you've used this feature, you must complete a long rest before you can use it again.

\n

Impostor

\n

Starting at 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least 1 minute studying these three components of the person's behavior: listening to speech, examining handwriting, and observing mannerisms. If you can only study some of these aspects (such as only having writing samples, or only audio recordings), you can mimic that aspect of the person, but not other aspects you have not studied.

\n

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

\n

Death Strike

\n

At 17th level, you become a master of instant death. When you deal weapon damage to a creature that is surprised, it must make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Lethality%20Practice.webp","effects":[]} {"_id":"HAbjFjbdRHO3mBss","name":"Gunslinger Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Gunslinger Practice

\n

Those operatives who choose the Gunslinger Practice are the masters of the trick shot. The Gunslinger and his blaster are the perfect team, utilizing knowledge of their enemies vulnerabilities to take advantage of every opportunity.

\n

Dive For Cover

\n

When you choose this practice at 3rd level, you learn to quickly move into cover when under fire. Once per round, when you are the target of a ranged attack, or you are subjected to an effect that allows you to make a Dexterity saving throw, and there is cover within 10 feet of you, you can move up to 10 feet (no action required). You must end this movement in cover.

\n

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

\n

Trick Shooter

\n

Also at 3rd level, you learn a number of trick shots you can use to debilitate enemies and impress allies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a trick shot.

\n

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

\n

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

\n

Blinding Shot

\n

You attempt to blind the target. The target must make a Constitution saving throw or be blinded until the end of your next turn.

\n

Brutal Shot

\n

You attempt to knock the target prone. The target must make a Strength saving throw or be knocked prone.

\n

Hampering Shot

\n

You attempt to hobble the enemy's movement. The target must make a Dexterity saving throw. If it fails, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Spinning Flourish

\n

Beginning at 9th level you can flourish your weapon in an intimidating or charming manner. As an action, you can cause one creature within 60 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is charmed or frightened by you (your choice) until the end of your next turn.

\n

Ricochet Shot

\n

Starting at 13th level you learn how to work all the angles. Once per turn, when you take the Attack action and miss with a ranged weapon attack, you can repeat the attack against a different target within 10 feet of the original target (no action required).

\n

Quickdraw

\n

At 17th level, you learn to perform miracles with just a blaster and some nerve. On your first turn in combat, if you aren't surprised, you can use your action to attack creatures that have not yet acted. Choose up to six such creatures that you can see, making a ranged weapon attack against each. On a hit, you deal normal weapon damage and can apply a single trick shot to each attack made this way.

\n

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

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

Archaeologist Pursuit

\n

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

\n

Bonus Proficiencies

\n

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

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

 

\n
\n
\n

Archaeologist Pursuit Forcecasting

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

 

\n

Archaic Diagnostics

\n

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

\n

Additional Maneuvers

\n

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

\n

Force Resonance

\n

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

\n

Fortune and Glory

\n

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

\n

Fossil Fueled

\n

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

\n

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

\n

One with the Force

\n

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

\n

Overwhelming Wit

\n

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

\n

Mind Over Mystery

\n

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

\n

Short Round

\n

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

\n

Strikeforce

\n

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

\n

You Call This Archaeology?

\n

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

\n

Force Carving

\n

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

\n

Psychometric Analysis

\n

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

\n

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

\n

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

\n

Knowledge is Power

\n

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

\n

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

\n

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

\n

Discoveries (Archaeologist)

\n

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

\n

Archive Research

\n

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

\n

Force Combat Knowledge

\n

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

\n

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

\n

It Belongs in a Museum

\n

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

\n

Localized Survey

\n

Prerequisite: 13th level

\n

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

\n

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

\n

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

\n

Making This Up As You Go

\n

Prerequisite: 17th level

\n

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

\n

Telekinetic Ministrations

\n

Prerequisite: 9th level

\n

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

\n

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

\n

The Years and the Mileage

\n

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

\n

Tomb of the Ancients

\n

Prerequisite: 5th level

\n

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

\n

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

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

Experimental Engineering

\n

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

\n

Bonus Proficiencies

\n

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

\n

Modified Tinkercannon

\n

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

\n

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

\n

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

\n

Unstable Volley

\n

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

\n

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

\n

Creative Destruction

\n

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

\n

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

\n

Experimental Overrides

\n

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

\n

Engineering Bombardment

\n

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

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

Disabling Practice

\n

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

\n

Clinch Strike

\n

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

\n\n

Skilled Grappler

\n

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

\n

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

\n

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

\n

Constrict

\n

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

\n

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

\n

Disarm

\n

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

\n

Hip Toss

\n

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

\n

Human Shield

\n

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

\n

Kiss the Wall

\n

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

\n

Neck Snap

\n

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

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Disabling%20Practice.webp","effects":[]} {"_id":"Ls55Gc4qha7Muacz","name":"Hunter Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Hunter Technique

\n

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

\n

Hunter's Prey

\n

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

\n

Colossus Slayer

\n

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

\n

Giant Killer

\n

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

\n

Horde Breaker

\n

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

\n

Mark of the Hunter

\n

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

\n

Defensive Tactics

\n

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

\n

Escape the Horde

\n

Opportunity attacks against you are made with disadvantage.

\n

Multiattack Defense

\n

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

\n

Steel Will

\n

You have advantage on saving throws against being frightened.

\n

Multiattack

\n

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

\n

Volley

\n

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

\n

Whirlwind Attack

\n

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

\n

Superior Hunter's Defense

\n

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

\n

Evasion

\n

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

\n

Stand Against the Tide

\n

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

\n

Uncanny Dodge

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Hunter%20Technique.webp","effects":[]} @@ -59,6 +61,7 @@ {"_id":"c89hsFFZG4WGlYcV","name":"Zoologist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Zoologist Pursuit

\n

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

\n

Wilderness Expert

\n

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

\n

Beast Companion

\n

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

\n

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

\n

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

\n

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

\n\n

Additional Maneuvers

\n

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

\n

Loyal Bond

\n

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

\n

Go Get 'Em

\n

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

\n

Pin Down

\n

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

\n

Primal Endurance

\n

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

\n

Sic 'Em

\n

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

\n

Spine-Chilling Howls

\n

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

\n

Wild Senses

\n

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

\n

Vicious Hunting

\n

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

\n

Creature Comprehension

\n

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

\n

Feral Ferocity

\n

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

\n\n

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

\n

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

\n

Discoveries (Zoologist)

\n

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

\n

Advantageous Companion

\n

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

\n

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

\n

Colossal Companion

\n

Prerequisite: 15th level

\n

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

\n

Holocam Attachment

\n

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

\n

Neat Tricks

\n

Prerequisite: 5th level

\n

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

\n

Protective Friend

\n

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

\n

The More The Merrier

\n

Prerequisite: 7th level

\n

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

\n

Generating Your Beast

\n

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

\n

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

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

\n\n

Proficiencies

\n\n

Features

\n\n

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

Aerial

\n

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

\n

Amphibious

\n

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

\n

Burrower

\n

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

\n

Charger

\n

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

\n

Climber

\n

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

\n

Darkvision

\n

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

\n

Evasive

\n

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

\n

Force Adept

\n

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

\n

Force Resistance

\n

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

\n

Force Sensitive

\n

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

\n

Grappler

\n

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

\n

Heavy Hide

\n

Your beast companion's armor class becomes 14.

\n

Keen Hearing

\n

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

\n

Keen Sight

\n

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

\n

Keen Smell

\n

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

\n

Light Hide

\n

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

\n

Medium Hide

\n

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

\n

Natural Camouflage

\n

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

\n

Nimble Weapon

\n

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

\n

Pack Tactics

\n

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

\n

Pouncer

\n

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

\n

Powerful Build

\n

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

\n

Rampager

\n

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

\n

Ranged Weapon

\n

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

\n

Reach Weapon

\n

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

\n

Size: Huge

\n

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

\n

Size: Large

\n

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

\n

Size: Medium

\n

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

\n

Size: Small

\n

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

\n

Sturdy-Legged

\n

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

\n

Swift

\n

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

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

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

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

Form I: Shii-Cho

\n

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

\n

Form Basics

\n

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

\n

The Way of the Sarlaac

\n

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

\n

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

\n

Channel the Force

\n

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

\n

Disarming Slash

\n

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

\n

Unpredictable Motion

\n

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

\n

Sarlaac Sweep

\n

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

\n

Master of Determination

\n

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

\n\n

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

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

Bloodstorm Approach

\n

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

\n

Furious Throw

\n

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

\n

Returning Attacks

\n

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

\n

Throw Anything

\n

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

\n

Fling People

\n

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

\n

Throw Friend

\n

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

\n

Throw Foe

\n

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

\n

Raging Whirlwind

\n

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

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

Vonil/Ishu Form

\n

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

\n

Bonus Proficiencies

\n

You gain proficiency in your choice of Intimidation or Persuasion.

\n

Form Basics

\n

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

\n

Humanoid Companion

\n

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

\n

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

\n

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

\n

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

\n\n

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

\n

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

\n

The Way of the Hydra

\n

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

\n

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

\n

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

\n

Channel the Force

\n

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

\n

Smite

\n

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

\n

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

\n

Shield

\n

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

\n

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

\n

Teamwork

\n

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

\n

Takedown

\n

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

\n

Rebuttal

\n

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

\n

Master of Unity

\n

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

\n\n

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

"},"source":"EC","classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.stPbyGT5FdLHbSbl"}},"img":"systems/sw5e/packs/Icons/Archetypes/Vonil-Ishu%20Form.webp","effects":[]} {"_id":"dY9gPH2vjYpS9onW","name":"Enhancement Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Enhancement Specialist

\n

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

\n

Studied Shooter

\n

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

\n

Special Ammunition

\n

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

\n

Ammunition Enhancements

\n

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

\n

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

\n

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

\n

Amplified Shots

\n

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

\n

Saving Throws

\n

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

\n

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

\n

Ammunition Enhancements

\n

The ammunition enhancements are presented in alphabetical order.

\n

Carbonite Shot

\n

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

\n

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

\n

Coercing Shot

\n

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

\n

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

\n

Explosive Shot

\n

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

\n

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

\n

Hallucinogen Shot

\n

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

\n

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

\n

Piercing Shot

\n

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

\n

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

\n

Quell Shot

\n

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

\n

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

\n

Seeking Shot

\n

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

\n

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

\n

Enhanced Shot

\n

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

\n

Redirected Shot

\n

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

\n

Ever-Ready Shot

\n

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

\n

Ammunition Upgrades

\n

At 18th level, your ammunition enhancements improve.

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

Way of Lightning

\n

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

\n

Shocking Affinity

\n

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

\n

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

\n

Potent Lightning

\n

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

\n

Blistering Rebuke

\n

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

\n

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

\n

Electric Attunement

\n

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

\n

Unlimited Power

\n

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

\n

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

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

Aing-Tii Order

\n

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

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

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

Flow-Walking

\n

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

\n

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

\n

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

\n

Prismatic Step

\n

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

\n

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

\n

Iridescent Strikes

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Aing-Tii%20Order.webp","effects":[]} @@ -74,7 +77,7 @@ {"_id":"lETcZuQWPZg3n2u0","name":"Saboteur Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Saboteur Practice

\n

Those operatives who choose the Saboteur Practice enhance their fine-honed skills of stealth and agility with tech, using advanced technology with the aid of a tracker droid to sustain a longer assault.

\n

Bonus Proficiencies

\n

You gain proficiency in astrotech's tools.

\n

Techcasting

\n

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

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

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

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

Tracker Droid Companion

\n

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

\n

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

\n

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

\n

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

\n\n

Powered Ambush

\n

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.

\n

Ion Pulse

\n

Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid's Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

\n

Saboteur Practice Techcasting

\n

Sabotage

\n

At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power's effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster's tech focus used to cast the tech power is overloaded and can't be used to cast tech powers for 1 minute.

\n

At the end of each of the caster's turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

\n

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

\n

Generating Your Tracker Droid

\n

Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

\n

Once you've selected your tracker droid, you assign your tracker droid's ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

\n

Tracker Droid Features

\n

All tracker droids share the following traits.

\n

Hit Points

\n\n

Resistances and Vulnerabilities

\n\n

Proficiencies

\n\n

Features

\n\n

Tracker Droid Upgrades

\n

The traits are presented in alphabetical order.

\n

Aerial Travel Package

\n

Your tracker droid companion has a 30 foot flying speed.

\n

Camouflage Module

\n

You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

\n

Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module's maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

\n

Expertise Protocol

\n

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

\n

Flyby

\n

Opportunity attacks made against your tracker droid have disadvantage.

\n

Four-Armed Tracker

\n

Prerequisite: Pintsized Arms or Undersized Arms
Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n

Heavy Plating

\n

Your tracker droid companion's armor class becomes 14.

\n

Interfaced Assistance Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

\n

Interfaced Crafting Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, whenever you make an ability check using tools with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Interfaced Distraction Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

\n

Interfaced Healing Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

\n

Interfaced Tracking Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Keen Hearing

\n

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

\n

Keen Sight

\n

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

\n

Keen Smell

\n

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

\n

Laser Cutter

\n

Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

\n

Light Plating

\n

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

\n

Medium Plating

\n

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

\n

Pintsized Arms

\n

Prerequisite: Size Tiny
Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use medium or heavy shields. Additionally, your tracker droid can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

\n

Proficiency Protocol

\n

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

\n

Ranged Interface Protocol

\n

The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

\n

Ranged Shockshot

\n

Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

\n

Scomp Link

\n

Prerequisite: 9th level
Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer's kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

\n

Sentry Dish

\n

Your tracker droid learns the @Compendium[sw5e.techpowers.ZH0jkLKHJ54BmkYX]{Alarm} tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

\n

Size: Small

\n

Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

\n

Spider Legs

\n

Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Storage

\n

Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

\n

Techcasting Range Protocol

\n

You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

\n

Undersized Arms

\n

Prerequisite: Size Small
Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use heavy shields. Additionally, your tracker droid can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Saboteur%20Practice.webp","effects":[]} {"_id":"lGoI3XalF3gv8el4","name":"Gambler Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Gambler Pursuit

\n

Not all studied men and women use their intelligence and skill for the pursuit of knowledge, but instead turn to the various casinos and betting halls of the galaxy. Those scholars who choose the Gambler Pursuit use their knowledge of probability and risk to attempt to master games of chance and build their fortune, or lose it all along the way.

\n

Gambler's Aptitude

\n

When you choose this pursuit at 3rd level, you gain proficiency in your choice of the Insight, Deception, Persuasion, or Sleight of Hand skills. Additionally, you gain proficiency in three gaming sets of your choice, and you have advantage on any ability check you make that uses any of these gaming sets.

\n

Risk versus Reward

\n

Also at 3rd level, when you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.

\n

This die increases when you reach certain levels in this class: to 1d8 at 7th level, to 1d10 at 11th level, and to 1d12 at 15th level.

\n

Additional Maneuvers

\n

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

\n

All In

\n

When you make an attack roll, and the result is less than 20, you can expend a superiority die and roll it, adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

\n

Blind Luck

\n

When you fail an ability check, you can expend a superiority die. If the result of your ability check plus the superiority die is within a range equal to half your proficiency bonus (rounded down) above or below the check's DC, you pass the check instead.

\n

Double Bluff

\n

If on the same round of combat that you have missed a weapon attack, an enemy also misses you with a weapon attack, you can expend a superiority die and make a single weapon attack, adding the results of your superiority die to both the attack and damage rolls.

\n

The Idiot's Array

\n

When a creature hits you with a weapon attack roll, you can expend a superiority die and roll it. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

\n

Played Their Hand

\n

When a creature hits you with an opportunity attack while within 5 feet of you, you can use your reaction and expend a superiority die to impose disadvantage on the attack roll. If the attack misses, you can make a Dexterity (Sleight of Hand) check contested by the attacker's Strength (Athletics) or Dexterity (Acrobatics) check (their choice) as a part of this reaction. On a success, the target drops the weapon it made the attack with. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n

Pure Sabacc

\n

When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon's damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.

\n

Raise the Stakes

\n

When the target of your Critical Analysis feature makes an attack roll against you, you can use your reaction to expend a superiority die. Roll the die and subtract the result from the enemy's attack roll, but add the result to their damage roll on a hit.

\n

Take a Chance

\n

Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.

\n

Tiebreaker

\n

When you roll a superiority die as a part of a maneuver you learned from this class, you can expend another superiority die and use the total of both dice.

\n

Lucky Number 7

\n

Beginning at 6th level, whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain a superiority die. You can not have more superiority dice than the amount shown in the Superiority Dice column of the Scholar class table.

\n

When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

\n

Tell Me the Odds

\n

Starting at 9th level, if the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).

\n

This die increases when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

\n

Borrowed Luck

\n

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.

\n

Discoveries (Gambler)

\n

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

\n

Ace Up Your Sleeve

\n

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

\n

Against the House

\n

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

\n

Ante Up

\n

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

\n

Calculated Bluff

\n

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

\n

Cold Read

\n

Prerequisite: 5th level

\n

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

\n

Feeling the Pressure

\n

Prerequisite: 13th level

\n

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

\n

The Magic Number

\n

Prerequisite: 7th level

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gambler%20Pursuit.webp","effects":[]} {"_id":"m0oQQxDCTO6nqWnz","name":"Cybertech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Cybertech Engineering

\n

Those engineers who choose the Cybertech Engineering discipline focus on the ability to craft reusable consumables and items that augment and complement their techcasting abilities.

\n

Bonus Proficiencies

\n

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

\n

Cybertech Contraptions

\n

Also at 3rd level, you learn modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can expend 500 cr worth of materials to modify your wristpad. You must have a wristpad, materials, and cybertech's tools in order to perform this modification.

\n

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

\n

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

\n

Potent Techcasting

\n

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.

\n

Adaptable Applications

\n

Beginning at 6th level, when you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level (rounded down).

\n

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

\n

Combat Contrivances

\n

At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.

\n

Perfected Purposing

\n

Starting at 18th level, when you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.

\n

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

\n

Cybertech Modifications

\n

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

\n

Advanced Biotic Amplifier

\n

Prerequisite: 15th level
Prerequisite: Prototype Biotic Amplifier
You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can't exceed the number of hit points regained.

\n

Advanced Corrosive Amplifier

\n

Prerequisite: 15th level
Prerequisite: Prototype Corrosive Amplifier
You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.

\n

Advanced Cryo Amplifier

\n

Prerequisite: 15th level
Prerequisite: Prototype Cryo Amplifier
You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.

\n

Advanced Explosive Amplifier

\n

Prerequisite: 15th level
Prerequisite: Prototype Explosive Amplifier
You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.

\n

Arakyd Vector

\n

Prerequisite: 5th level
You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Augmented Explosive

\n

You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you've activated an explosive, it can't be activated again until you finish a short or long rest.

\n

You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.

\n

Belasco Dynamics

\n

Prerequisite: 5th level
You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Biotic Amplifier

\n

You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can't exceed the number of hit points restored.

\n

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

\n

Climbing Gloves

\n

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

\n

Corrosive Amplifier

\n

You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.

\n

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

\n

Cryo Amplifier

\n

You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.

\n

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

\n

Darkvision Goggles

\n

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

\n

Explosive Amplifier

\n

You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.

\n

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

\n

Imaging Amplifier

\n

You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack's target to a duplicate.

\n

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

\n

Jet Boots

\n

Prerequisite: 7th level
You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.

\n

The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can't be activated again until you finish a short or long rest.

\n

Mechanical Arm

\n

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

\n

You can choose this modification twice.

\n

Prototype Biotic Amplifier

\n

Prerequisite: 7th level
Prerequisite: Biotic Amplifier
You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can't exceed the number of hit points regained.

\n

Prototype Corrosive Amplifier

\n

Prerequisite: 7th level
Prerequisite: Corrosive Amplifier
You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.

\n

Prototype Cryo Amplifier

\n

Prerequisite: 7th level
Prerequisite: Cryo Amplifier
You fine tune your Cryo Amplifier. When you activate this amplifier, the creature's speed is reduced by 10 feet until the end of your next turn. If the tech power already reduces the creature's speed, that amount is instead increased by 5 feet.

\n

Prototype Explosive Amplifier

\n

Prerequisite: 7th level
Prerequisite: Explosive Amplifier
You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success.

\n

If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

Powered Grappling Hook

\n

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

\n

Sentry Turret

\n

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and its speed is reduced by 5 until the end of your next turn.

\n

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

\n

Truesight Goggles

\n

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

\n

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

\n

Wrist-Mounted Grappling Hook

\n

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

\n

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

\n

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

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Cybertech%20Engineering.webp","effects":[]} -{"_id":"n46s1RsRnnQjxHvX","name":"Heavy Weapons Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Heavy Weapons Specialist

\n

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

\n

Rock Steady

\n

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

\n

My Little Friend Says Hello There

\n

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

\n

Maximum Output

\n

Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, you deal additional damage the first time you hit with an attack roll before the end of your next turn. For each attack you forgo in this fashion, you deal extra 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, you instead deal normal weapon damage.

\n

Straight Through

\n

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

\n

Overwhelm

\n

Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, you instead treat the miss as a hit.

\n

Pure Performance

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Heavy%20Weapons%20Specialist.webp","effects":[]} +{"_id":"n46s1RsRnnQjxHvX","name":"Heavy Weapons Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Heavy Weapons Specialist

\n

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

\n

Rock Steady

\n

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

\n

My Little Friend Says Hello There

\n

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

\n

Maximum Output

\n

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

\n

Straight Through

\n

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

\n

Overwhelm

\n

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

\n

Pure Performance

\n

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

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

Geneticist Pursuit

\n

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

\n

Genesplicer's Methods

\n

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

\n

Mutagenic Analysis

\n

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

\n

Additional Maneuvers

\n

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

\n

Acid Burst

\n

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

\n

Charging Attack

\n

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

\n

Electrical Discharge

\n

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

\n

Rampage

\n

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

\n

Unrelenting Grasp

\n

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

\n

Venomous Slash

\n

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

\n

Mutagenic Transformation

\n

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

\n\n

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

\n

Geneticist's Resilience

\n

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

\n

Chimeric Adaptation

\n

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

\n

Aspect of the Terentatek

\n

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

\n

Aspect of the Rancor

\n

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

\n

Aspect of the Varactyl

\n

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

\n

Discoveries (Geneticist)

\n

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

\n

Adapted Hide

\n

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

\n

Atmospheric Adaptation

\n

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

\n

Enhanced Musculature

\n

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

\n

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

\n

Icarian Mutation

\n

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

\n

Mutagenic Hardiness

\n

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

\n

Predatory Senses

\n

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

\n

Underground Adaptation

\n

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

\n

Unnatural Weaponry

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Geneticist%20Pursuit.webp","effects":[]} {"_id":"np8PlkH43bFHGOjq","name":"Teleportation Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Teleportation Technique

\n

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

\n

Personal Teleporter

\n

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

\n

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

\n

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

\n

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

\n

Mark of the Teleporter

\n

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

\n

Residual Warp

\n

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

\n

Quantum Entanglement

\n

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

\n

Reprisal

\n

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

\n

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

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

Way of Technology

\n

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

\n

Fundamentals of Mechu-Deru

\n

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

\n

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

\n

Techcasting Secrets

\n

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

\n

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

\n

Ionized Weave

\n

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

\n

Force Circuitry

\n

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

\n

Mechu-Deru Mastery

\n

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

"},"source":"EC","classCasterType":"Forcecaster, Techcaster"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"core":{"sourceId":"Item.aeE47GjiF8RizQaz"}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Technology.webp","effects":[]} @@ -93,11 +96,13 @@ {"_id":"t5LS6epj3270S38n","name":"Form VIII: Sokan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VIII: Sokan

\n

Form VIII, also known as Persistence Form, uses determined movements followed by swift strokes to keep their opponents' footing unsteady. Those guardians who focus on Persistence Form make use of the terrain, trying to maneuver their opponents into vulnerable areas before dispatching them.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.Xg7qB6sQLw3V6V4p]{Sokan Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Varactyl

\n

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

\n

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

\n

Channel the Force

\n

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

\n

High Ground Defense

\n

When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that opponent without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.

\n

Unwavering Self

\n

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

\n

Once you've used this feature, you must complete a long rest before you can use it again. At 15th level you can use this feature twice between long rests.

\n

Unhindered Charge

\n

Starting at 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.

\n

Master of Persistence

\n

At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sokan%20Form.webp","effects":[]} {"_id":"tND6Q1akd5unb3jf","name":"Path of Synthesis","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Synthesis

\n

There is power in diversification unknown to those of narrow mind. Those sentinels who follow the Path of Synthesis blend their intricate mastery of the Force with their understanding of technology, creating unique effects to overcome their obstacles.

\n

Techcasting Secrets

\n

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

\n

At 7th-level, you learn two tech powers of 2nd-level or lower. At 13th level, you learn two tech powers of 3rd-level or lower. At 17th level, you learn two tech powers of 4th-level or lower. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power.

\n

Synthetic Understanding

\n

Also at 3rd level, you've applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.

\n

Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.

\n

Finally, when you deal damage with a tech power or Kinetic Combat attack, you can choose to substitute the damage dealt as ion.

\n

Force-Empowered Tech

\n

At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.

\n

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

\n

Disruption Pulse

\n

As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.

\n

Forced Override

\n

When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).

\n

Techcasting Insight

\n

As an action, you can attempt to determine another creature's experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target's Intelligence (Technology) check. If you succeed, you immediately learn the target's techcasting Max Power Level, as well as any tech powers currently affecting the target.

\n

Improved Force-Empowered Tech

\n

By 13th level, you've gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.

\n

Harmonic Synthesis

\n

When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.

\n

Conservation of Energy

\n

When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).

\n

Reflective Shield

\n

At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Synthesis.webp","effects":[]} {"_id":"taNiZralaSUdH6a2","name":"Matukai Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Matukai Order

\n

Monks of the Matukai Order center their philosophy around a balance and harmony between the spiritual Force and the physical body, using exercise as a form of meditation. They channel the Force through their bodies, turning themselves into exceptional warriors.

\n

Force-Enhanced Strikes

\n

Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to deal it an additional 1d6 force damage.

\n

The force damage increases to 2d6 when you reach 11th level in this class.

\n

Instinctive Leap

\n

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.

\n

Absorb Damage

\n

Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.

\n

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

\n

Control the Field

\n

At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Matukai%20Order.webp","effects":[]} +{"_id":"twfIPWNHeTNnY0PH","name":"Construction Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Construction Engineering

\n

Those engineers who choose the Construction Engineering discipline create portable, pre-built battlements that allow them to command the battlefield.

\n

Bonus Proficiencies

\n

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.

\n

Portable Structure

\n

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

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

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

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

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

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

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.

\n

Potent Fortifications

\n

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.

\n

Build and Destroy

\n

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.

\n

Structural Knowledge

\n

Construction Engineering: 14th level

\n

You can spend 1 hour inspecting and looking over a structure you can see from every angle available to you and comparing it to data you have on hand. At the end of the hour, you learn the basic blueprints for the structure, including but not limited to:

\n\n

Additionally, when you make an Investigation while searching this structure for hidden structural elements, such as doors or passages, if you have constructor's implements, you can treat a d20 roll of 9 or lower as a 10.

\n

Master Builder

\n

Construction Engineering: 18th level

\n

Your ability with your portable structures has reached untold superiority. You gain the following benefits:

\n"},"source":"EC","classCasterType":""},"flags":{"core":{"sourceId":"Item.6MDHGGIjsAdjugfO"}},"img":"systems/sw5e/packs/Icons/Archetypes/Construction%20Engineering.webp","effects":[]} {"_id":"uKs4nEUZxYJ6iAd7","name":"Acquisitions Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Acquisitions Practice

\n

Many operatives are hired for the procurement of valuable artifacts, but only the true masters of the art can slip through the tightest security and make off with untold riches, whether they do it for a profit, or for sport. Those operatives who choose the Acquisitions Practice apply a mixture of stealth and impressive acrobatics to surpass any kind of defenses they are met with.

\n

Fast and Agile

\n

When you use choose this practice at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.

\n

Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.

\n

Deft Hands

\n

Also at 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.

\n

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

\n

Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Hinder

\n

You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

\n

Pilfer

\n

You attempt to pick your target's pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.

\n

Tumble

\n

You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.

\n

Supreme Sneak

\n

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren't incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.

\n

Improved Aerial Agility

\n

Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits:

\n\n

Thief's Reflexes

\n

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

\n

Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must make a Dexterity saving throw or be knocked prone.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Acquisitions%20Practice.webp","effects":[]} {"_id":"uV3tG38Fo7JAXF0W","name":"Mounted Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Mounted Specialist

\n

Those fighters who choose to become Mounted Specialists excel at mounted combat. Mounted Specialists are most dangerous from the seat of a speeder or saddle of a varactyl, though they can hold their own from the ground. Their versatility often has them leading the charge or protecting the team.

\n

Bonus Proficiencies

\n

When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.

\n

Born to the Saddle

\n

Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

\n

Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.

\n

Unwavering Mark

\n

Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

\n

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.

\n

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

\n

Warding Maneuver

\n

Beginning at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll ld8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

\n

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

\n

Hold the Line

\n

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

\n

Ferocious Charger

\n

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

\n

Vigilant Defender

\n

At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Mounted%20Specialist.webp","effects":[]} {"_id":"ucmQpCjxdEN6tpxD","name":"Form IX: Tràkata","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form IX: Tràkata

\n

Form IX, also known as Deception Form, capitalizes on a lightweapon's ability to quickly be toggled on and off. Those guardians who focus on Tràkata Form perform dazzling tricks with their lightweapon, confusing their opponents before dispatching them.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.hGM2crUL5i4fZX9G]{Tràkata Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Monkey-Lizard

\n

Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.

\n

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

\n

Channel the Force

\n

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

\n

Unbalancing Block

\n

When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.

\n

Duplicitous Force

\n

Beginning at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Pass the Blade

\n

Starting at 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.

\n

Master of Deception

\n

At 20th level, your skill with a lightweapon is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Trakata%20Form.webp","effects":[]} {"_id":"uqpzyWm3JoIJlHrb","name":"Biochem Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Biochem Engineering

\n

Those engineers who choose the Biochem Engineering discipline focus on utilizing their vast knowledge of medicine and chemistry to supply allies with potent healing and enemies with debilitating poisons and acids.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist's kits, and poisoner's kits. additionally, when you engage in crafting with biochemist's kits and poisoner's kits, the rate at which you craft doubles.

\n

Modified Biochemist's Pack

\n

Also at 3rd level, you learn to modify and combine your biochemist's kit and poisoner's kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can expend 500 cr worth of materials to create your modified biochemist's pack. You must have a biochemist's kit, a poisoner's kit, and materials in order to perform this modification.

\n

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

\n

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

\n

Your modified biochemist's pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.

\n

Corrosive Mixture

\n

Your distributor emits a burst of acid. The target must make a Dexterity saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n

Invigorating Mixture

\n

Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n

Noxious Mixture

\n

Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n

Biochemist's Touch

\n

Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.

\n

Potent Mixtures

\n

Beginning at 6th level, when you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.

\n

Epicenter

\n

At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.

\n

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

\n

Masterful Mixtures

\n

Starting at 18th level, when you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat immunity as resistance.

\n

Biochem 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

Biochemist's Amplifer

\n

Prerequisite: 5th level
You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Biochemist's Inhibitor

\n

Prerequisite: 5th level
You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Chemical Counteragents

\n

You may choose one type of damage that benefits from your Biochemist's Touch and Potent Mixtures features. While wearing your modified biochemist's pack you have resistance to that type of damage.

\n

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

\n

Countertoxin

\n

When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.

\n

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

\n

Detachable Distribution System

\n

You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can't use it again until you recover it as an action.

\n

Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Drone Distribution System

\n

You upgrade your distributor, interfacing it with the target of your @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.

\n

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

\n

Expanded Chemicals: Combustibles

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist's pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

\n

Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Expanded Chemicals: Cryogenics

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist's pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

\n

Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, its speed is reduced by 10 feet until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Expanded Chemicals: Restorative

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist's pack. When you restore hit points with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

\n

Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Expanded Mixtures: Adhesive

\n

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature's speed is reduced to 0 until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.

\n

Expanded Mixtures: Blinding

\n

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn.

\n

Expanded Mixtures: Hallucinogenic

\n

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

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

\n

This feature has no effect on droids or constructs.

\n

Explosive Distribution System

\n

You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.

\n

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

\n

Injection Apparatus

\n

You install a wrist mounted injection apparatus into your modified biochemist's pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can't use it while the hand is full.

\n

When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.

\n

Inoculation

\n

You gain immunity to the poisoned and diseased conditions.

\n

Integrated EVA Functionality

\n

You make several additions to your modified biochemist's pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist's pack.

\n

Kolto Aerosol

\n

Prerequisite: 9th level
You add a special dispersal system to your modified biochemist's pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.

\n

Long-Range Distribution System

\n

You upgrade your distributor, improving the range. When you use your action to activate your distributor, you can choose to increase the range to 60 feet.

\n

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

\n

Luminous Gel

\n

You've added a light-emitting gel to your modified biochemist's pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.

\n

Oil Spill

\n

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

\n

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

\n

Persistent Chemicals

\n

Prerequisite: 7th level
Whenever you use your Biochemist's Touch feature, you may select one creature that was damaged. At the start of each of that creature's turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.

\n

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

\n

Piercing Gel

\n

Prerequisite: 11th level
Prerequisite: Luminous Gel
Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.

\n

Self-Injection Module

\n

You install a special kolto injector into your modified biochemist's pack that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

\n

Smart Dispersal System

\n

When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.

\n

Spray Distribution System

\n

You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Biochem%20Engineering.webp","effects":[]} {"_id":"vWCA4gae11g8s1xq","name":"Assault Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Assault Specialist

\n

Those fighters who choose to become Assault Specialists focus on the development of raw physical power honed to deadly perfection. Assault Specialists combine rigorous training with physical excellence to deal devastating blows.

\n

Brute Force

\n

When you choose this specialty at 3rd level, once per turn, when you deal damage with a weapon, you can deal an additional 1d4 damage of the same type as the weapon’s damage. If this damage would affect multiple creatures, you can only apply this damage bonus to one of them.

\n

This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 and 13th level, and 1d12 at 17th level.

\n

Remarkable Athlete

\n

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.

\n

Brutish Durability

\n

Beginning at 7th level, once per round, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. You can choose to use this feature before or after you make a saving throw, but you must decide before the GM says whether the save succeeds or fails.

\n

Additional Fighting Style

\n

At 10th level, you can choose a second Fighting Style option.

\n

Devastating Critical

\n

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.

\n

Survivor

\n

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 of your hit points left. You don't gain this benefit if you have 0 hit points.

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

Way of Tutelage

\n

With the Force, knowledge is most often passed from a master to an apprentice. Those consulars who follow the Way of Tutelage know the strength of working together exceeds that of working alone.

\n

Bonus Proficiencies

\n

You gan proficiency in your choice of Intimidation or Persuasion.

\n

Humanoid Companion

\n

When you choose this tradition at 3rd level, you've taken an apprentice, gaining the services of your own humanoid companion.

\n

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

\n

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

\n

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

\n\n

Lastly, while bonded and within 10 feet of you, when your companion is hit by an attack, you can use your reaction and expend a use of your Force Shield feature to shroud it in Force energy. if you do so, until the start of your next turn, both you and your companion gain the benefit of your Force Shield. This includes the triggering attack.

\n

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

\n

Strength Flows from the Force

\n

At 6th level, when you cast a power that affects only your companion, you can choose to treat the power as if cast at your Max Power Level.

\n

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

\n

You Have That Power Too

\n

Beginning at 10th level, the bond between you and your companion has strengthened. When your companion is within 10 feet of you, and either you or your companion casts a force power that would affect only one of you, you can, instead, have it affect both.

\n

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

\n

Got Your Back

\n

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 does 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.

\n

Now I Am the Master

\n

Starting at 18th level, your companion has learned almost all that it can from you. As an action on its turn, your companion can take the lead, gaining the following benefits for 1 minute:

\n\n

This effect ends early if your companion is incapacitated or dies. Once your companion has used this feature, it can't use it again until it finishes a long rest.

"},"source":"EC","classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.wts5RY6yaPP6greA"}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Tutelage.webp","effects":[]} {"_id":"w1XQ5LzJNpk6PT0F","name":"Form VI: Niman","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VI: Niman

\n

Form VI, also known as Moderation Form, strikes a balance between bladework and force powers. Those guardians who focus on Niman Form weave Force manipulation with their melee weapon strikes, pushing their opponents off-balance to create an opening.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.CJQwWFwTc98U4BpX]{Niman Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Rancor

\n

Also at 3rd level, as a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack.

\n

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

\n

Channel the Force

\n

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

\n

Telekinetic Slash

\n

When you deal damage with an at-will force power, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power's damage.

\n

Enlightenment

\n

Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn't already include that modifier.

\n

Redirect

\n

Starting at 15th level, when you would be affected by a force power that requires a Dexterity saving throw or attack roll and would effect only you, you may redirect that power to another target within 30 feet. If the power required an attack roll, make an appropriate attack roll against the new target. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your force save DC.

\n

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

\n

Master of Moderation

\n

At 20th level, the Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Niman%20Form.webp","effects":[]} {"_id":"xAObT0H9SNxYOQh2","name":"Predator Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Predator Technique

\n

Some scouts work in solitude, while others prefer the strength of a group. Followers of the Predator Technique find power lies with the pack; they distract their prey, while their allies go for the kill.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Hunting Party

\n

When you choose this technique at 3rd level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

\n

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

\n

Mark of the Predator

\n

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

Predator's Resolve

\n

Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

\n\n

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

\n

Prey on the Weak

\n

Starting at 11th level, when you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.

\n

On the Hunt

\n

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.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Predator%20Technique.webp","effects":[]} {"_id":"xIgy4jaHPhmry1Ub","name":"Path of Focus","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Focus

\n

The ways of the Force can reveal themselves to a sentinel through intense concentration and, most importantly, focus. Those sentinels who follow the Path of Focus use debilitating bursts of lightsaber strikes and force powers to exhaust their foes, crushing any hopes they had of mounting an effective defense.

\n

Focused Burst

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.vmzC47AY66cx1LwU]{Burst} force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.

\n

Blade Dance

\n

Also at 3rd level, when you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.

\n

Blade Storm

\n

At 7th level, your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon's damage die

\n

Focused Flow

\n

By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.

\n

Master Strike

\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Focus.webp","effects":[]} diff --git a/packs/packs/classes.db b/packs/packs/classes.db index 132b9439..a0989b9c 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -1,11 +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
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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

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":"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

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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

Variant: Starting Wealth

\n

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

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

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Led by the Force

\n

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

\n

Force-Empowered Self

\n

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

\n

Deflection

\n

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

\n

Double Strike

\n

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

\n

Slow Time

\n

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

\n

Sentinel Ideals

\n

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

\n

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

\n

Sentinel Calling

\n

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

\n

Ability Score Improvement

\n

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

\n

Extra Attack

\n

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

\n

Battle Readiness

\n

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

\n

Enlightened Evasion

\n

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

\n

Center of the Force

\n

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

\n

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

\n

Sentinel Ideals

\n

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

\n

Ideal of the Agile

\n

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

\n

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

\n

Ideal of the Artisan

\n

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

\n

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

\n

Ideal of the Contender

\n

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

\n

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

\n

Ideal of the Fighter

\n

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

\n

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

\n

Ideal of the Hunter

\n

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

\n

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

\n

Ideal of the Steadfast

\n

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

\n

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

\n

Ideal of the Titan

\n

You gain proficiency in medium armor.

\n

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

\n

Ideal of the Tranquil

\n

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

\n

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

\n

Ideal of the Vigorous

\n

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

\n

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

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

Sentinel Callings

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":5,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakram","mode":"+","targetSpecific":false,"id":6,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleblade","mode":"+","targetSpecific":false,"id":7,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesaber","mode":"+","targetSpecific":false,"id":8,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleshoto","mode":"+","targetSpecific":false,"id":9,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesword","mode":"+","targetSpecific":false,"id":10,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"hidden blade","mode":"+","targetSpecific":false,"id":11,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"lightfoil","mode":"+","targetSpecific":false,"id":12,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"light ring","mode":"+","targetSpecific":false,"id":13,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":14,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrorapier","mode":"+","targetSpecific":false,"id":15,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":16,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Sentinel.webp","effects":[]} {"_id":"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.

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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

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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

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.

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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).

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Uncanny Dodge

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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.

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Evasion

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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.

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Blindsense

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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.

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Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

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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.

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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

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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.

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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.

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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.

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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.

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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":"
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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

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

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

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

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

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

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}

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\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.

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Test

"},"classFeatures":{"value":"
\n
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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

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

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
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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

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

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":"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
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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

Variant: Starting Wealth

\n

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

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

 

\n

Forcecasting

\n

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

\n

Force Powers Known

\n

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

\n

Force Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Force Recovery

\n

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

\n

Force-Empowered Casting

\n

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

\n

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

\n

Careful Power

\n

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

\n

Distant Power

\n

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

\n

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

\n

Extended Power

\n

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

\n

Heightened Power

\n

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

\n

Improved Power

\n

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

\n

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

\n

Lingering Power

\n

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

\n

Pinpoint Power

\n

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

\n

Quickened Power

\n

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

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

\n

You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

Seeking Power

\n

If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

\n

You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

Twinned Power

\n

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

\n

Force Shield

\n

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

\n

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

\n

Force Affinity

\n

When you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n

Ashla

\n

When you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n

Bendu

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n

Bogan

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

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

\n

Ability Score Improvement

\n

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

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

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

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

\n

@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

\n

@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

\n

@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

\n

@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

\n

@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

\n

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

\n

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

\n

@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.oYAXrbXaFVAoGDLM]{Way of Technology}

\n

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

\n

@Compendium[sw5e.archetypes.vlLsGoFKFHBKyVue]{Way of Tutelage}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} +{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.1auJD75qZvgEEUdq]{Mercenary} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

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

\n\n

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

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

You can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

\n

Unarmored Defense

\n

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

\n

Reckless Attack

\n

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

\n

Berserker Instincts

\n

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

\n

Danger Sense

\n

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

\n

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

\n

Berserker Approach

\n

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

\n

Ability Score Improvement

\n

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

\n

Extra Attack

\n

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

\n

Feral Impulse

\n

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

\n

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

\n

Brutal Critical

\n

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

\n

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

\n

Relentless Rage

\n

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

\n

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

\n

Persistent Rage

\n

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

\n

Indomitable Might

\n

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

\n

Primal Champion

\n

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

\n

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

\n

Berserker Instincts

\n

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

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

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

\n

Blurrg’s Instinct

\n

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

\n

Boggdo’s Instinct

\n

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

\n

Chirodactyl’s Instinct

\n

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

\n

Dewback’s Instinct

\n

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

\n

Fighter’s Instinct

\n

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

\n

Fyrnock’s Instinct

\n

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

\n

Hawk’s Instinct

\n

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

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

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

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

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

\n

Tactician’s Instinct

\n

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

\n

Tracker’s Instinct

\n

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

\n

Terentatek’s Instinct

\n

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

\n

Varactyl’s Instinct

\n

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

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

Berserker Approaches

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Berserker.webp","effects":[]} +{"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

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

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"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

Variant: Starting Wealth

\n

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

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian8d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

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

\n

Force Powers Known

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

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

\n

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

\n

Forcecasting Ability

\n

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

\n

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

\n

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

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

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

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Fighting Style

\n

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

\n

Guardian Aura

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.

\n

Guardian Focus

\n

Also at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

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

\n

Extra Attack

\n

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

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

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

\n

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

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

Aura of Hatred

\n

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

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

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

Guardian Foci

\n

Different guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.

\n

@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}

\n

@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}

\n

@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}

\n

@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}

\n

@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}

\n

@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}

\n

@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}

\n

@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}

\n

@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}

\n

@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}

\n

@Compendium[sw5e.archetypes.d8bJ4P3egKuTw5Ao]{Vonil/Ishu Form}

\n

@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]} +{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.

","chat":"","unidentified":""},"levelsTable":{"value":"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"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

Variant: Starting Wealth

\n

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

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

Techcasting

\n

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

\n

Tech Powers Known

\n

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

\n

Tech Points

\n

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

\n

Max Power Level

\n

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

\n

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

\n

Techcasting Ability

\n

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

\n

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

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

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

\n

Potent Aptitude

\n

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

\n

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

\n

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

\n

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

\n

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

\n

Infuse Item

\n

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

\n

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

\n

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

\n

Tool Expertise

\n

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

\n

Engineering Discipline

\n

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

\n

Ability Score Improvement

\n

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

\n

Quick Thinking

\n

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

\n

Tech Mastery

\n

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

\n

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

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

Engineering Disciplines

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

@Compendium[sw5e.archetypes.2yiTq2k7xFpjcLVv]{Biotech Engineering}

\n

@Compendium[sw5e.archetypes.twfIPWNHeTNnY0PH]{Construction Engineering}

\n

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

\n

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

\n

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

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Engineer.webp","effects":[]} +{"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.

\n

Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.

\n

A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.

\n

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

\n

The Pursuit of Knowledge

\n

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.

\n

To Learn, To Know

\n

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.

\n

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

\n

Quick Build

\n

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the @Compendium[sw5e.backgrounds.aiBPuaLODR08hveu]{Noble} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Scholar
LevelProficiency BonusFeaturesAcademic SuperioritySuperiority DiceManeuvers KnownDiscoveries
1st+2Academic Superiority, Critical Analysisd422-
2nd+2Discovery, Sage Advice (long rest)d4222
3rd+2Expertise, Academic Pursuitd4444
4th+2Ability Score Improvementd4444
5th+3Multitaskerd6445
6th+3Pursuit featured6445
7th+3-d6665
8th+3Ability Score Improvementd6665
9th+4Pursuit featured8666
10th+4Expertised8666
11th+4-d8887
12th+4Ability Score Improvementd8887
13th+5Sage Advice (short rest)d10888
14th+5Calm and Collectedd10888
15th+5-d1010108
16th+5Ability Score Improvementd1010108
17th+6Pursuit featured1210109
18th+6Adaptable Intellectuald1210109
19th+6Ability Score Improvementd1210109
20th+6Knowledge Unboundd1210109
\n
\n
\n

Class Features

\n

As a Scholar, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Scholar level

\n

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

\n

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

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

\n

Equipment

\n

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

\n\n

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

Discovery

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

Sage Advice

\n

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you've used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

Expertise

\n

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Academic Pursuit

\n

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

\n

Ability Score Improvement

\n

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

\n

Multitasker

\n

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

Calm and Collected

\n

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you have used this feature, you must wait until a short or long rest before using it again.

\n

Adaptable Intellectual

\n

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

\n

Knowledge Unbound

\n

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

\n

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

\n

Discoveries

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

\n

Academic Memory

\n

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

\n

Adaptive

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n

Ambassador

\n

You learn three additional languages of your choice.

\n

You my choose this discovery multiple times.

\n

Clever Applications

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n

Mental Prowess

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n

Hardened Mind

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n

Lifelong Learning

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Lingering Advice

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n

Master’s Advice

\n

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

\n

Perfect Maneuver

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n

Quick Analysis

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n

Reliable Sources

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Resolute

\n

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

\n

Running on Fumes

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Survival Expert

\n

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

\n

Additionally, you have advantage on saving throws against poison.

\n

Targeted Analysis

\n

Prerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.

\n

Tech Amateur

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

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

\n

Universal Language

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

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

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge. Your pursuit grants you features at 3rd, 6th, 9th, and 17th level.

\n

@Compendium[sw5e.archetypes.HOGXsFNkpWruE1Wd]{Archaeologist Pursuit}

\n

@Compendium[sw5e.archetypes.jTIquPrCJE4cdUTt]{Chef Pursuit}

\n

@Compendium[sw5e.archetypes.PI1B9vYofzCXU9so]{Doctor Pursuit}

\n

@Compendium[sw5e.archetypes.rhte8G7Duf9dtKLV]{Explorer Pursuit}

\n

@Compendium[sw5e.archetypes.lGoI3XalF3gv8el4]{Gambler Pursuit}

\n

@Compendium[sw5e.archetypes.nP8lpZPBh0HGKUJR]{Geneticist Pursuit}

\n

@Compendium[sw5e.archetypes.UZCwqqLLp7IBjqku]{Politician Pursuit}

\n

@Compendium[sw5e.archetypes.ovm5WJyAM317IC4K]{Slicer Pursuit}

\n

@Compendium[sw5e.archetypes.OZ0ln6ZxQgdEUxoy]{Tactician Pursuit}

\n

@Compendium[sw5e.archetypes.c89hsFFZG4WGlYcV]{Zoologist Pursuit}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Abilities Wisdom Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scholar.webp","effects":[]} {"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

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

\n

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

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

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

\n\n

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

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
\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":"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

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
\n

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

\n
\n

Unarmored Defense

\n

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

\n

Focus

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

Flurry of Blows

\n

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

\n

Patient Defense

\n

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

\n

Step of the Wind

\n

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

\n

Monastic Vows

\n

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

\n

Unarmored Movement

\n

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

\n

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

\n

Deflect Missiles

\n

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

\n

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

\n

Monastic Order

\n

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

\n

Ability Score Improvement

\n

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

\n

Slow Fall

\n

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

\n

Extra Attack

\n

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

\n

Stunning Strike

\n

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

\n

Enhanced Strikes

\n

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

\n

Evasion

\n

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

\n

Stillness of Mind

\n

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

\n

Purity of Body

\n

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

\n

Diamond Soul

\n

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

\n

Timeless Vessel

\n

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

\n

Empty Body

\n

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

\n

Perfect Self

\n

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

\n

Monastic Vows

\n

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

\n

Vow of Deflection

\n

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

\n

Vow of the Devoted

\n

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

\n

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

\n

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

\n

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

\n

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

\n

Vow of Fate

\n

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

\n

Vow of the Fighter

\n

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

\n

Vow of Fortitude

\n

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

\n

Vow of Freedom

\n

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

\n

Vow of Intuition

\n

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

\n

Vow of the Limber

\n

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

\n

Vow of Mettle

\n

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

\n

Vow of the Mortal

\n

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

\n

Vow of the Nemesis

\n

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

\n

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

\n

Vow of the Open Mind

\n

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

\n

Vow of Precision

\n

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

\n

Vow of Requital

\n

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

\n

Vow of Restoration

\n

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

\n

Vow of the Sentry

\n

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

\n

Vow of Serenity

\n

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

\n

Vow of the Shrewd

\n

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

\n

Vow of Spirit

\n

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

\n

Vow of the Versatile

\n

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

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

Monastic Orders

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

@Compendium[sw5e.archetypes.8UxY6Q7jXLR9tedX]{Kro Var Order}

\n

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

\n

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

\n

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

\n

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

\n

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

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You possess keen insight into how other people think and feel. You gain the following benefits:

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You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

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Quick to notice details of your environment, you gain the following benefits:

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You've practiced casting powers more accurately from long range, learning techniques that give you the following benefits:

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You've honed your skills to fine edge, granting the following benefits:

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You master the assault cannon, bowcaster, scattergun, and shotgun. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

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You master the use of blaster carbine, blaster rifle, ion rifle, sniper rifle, and slugthrower. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

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You're quite experienced both on land and in the air, be it from time in a navy, as a mercenary, or perhaps even piracy. You gain the following benefits:

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Class-Specific Feats

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Some players might find their class missing a little something. These feats are designed to give characters who focus on a single class a little more identity.

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You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan's implements. You gain the following benefits:

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Your skills at bartering have granted you the following benefits:

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You've developed a preternatural focus, granting the following benefits:

\n\n

Ability Capstone Feats

\n

At higher levels, character tend to reach the pinnacle of an ability score, representing their mastery of that aspect. These feats are designed to give those characters an edge greater than just the ability score.

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You know how best to hide, gaining the following benefits:

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You master wilderness lore, gaining the following benefits:

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You possess keen insight into how other people think and feel. You gain the following benefits:

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You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

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Quick to notice details of your environment, you gain the following benefits:

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Prerequisite: The ability to cast force or tech powers

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You've practiced casting powers more accurately from long range, learning techniques that give you the following benefits:

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You have inexplicable luck that seems to kick in at just the right moment.

\n

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

\n

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

\n

You regain your expended luck points when you finish a long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"4th Level","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":7100000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Lucky.webp","effects":[]} +{"_id":"4svS5qc5vl445fsU","name":"Precision Applications","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've honed your skills to fine edge, granting the following benefits:

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in operative","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5900000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Precision%20Applications.webp","effects":[]} +{"_id":"5YRWESEfVwbZC2Y6","name":"Heavy Weapon Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the assault cannon, bowcaster, scattergun, and shotgun. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

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You master the use of blaster carbine, blaster rifle, ion rifle, sniper rifle, and slugthrower. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

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Hi You're quite experienced both on land and in the air, be it from time in a navy, as a mercenary, or perhaps even piracy. You gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":"Intelligence (Investigation) or Wisdom (Perception) check related to vehicles or ships"},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5500000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"8rcm51F8jpbNXWs3","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"8rcm51F8jpbNXWs3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Ace%20Pilot.webp","effects":[{"_id":"wETPj7Yg4Sj3OEEV","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Ace%20Pilot.webp","label":"Ace Pilot","tint":"","transfer":true}]} +{"_id":"9Tv2HgQeSEnALiup","name":"Supreme Accuracy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: Dexterity, Intelligence, Wisdom, or Charisma 13
You have uncanny aim with attacks that rely on precision. You gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"4th Level","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4862500,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Supreme%20Accuracy.webp","effects":[]} +{"_id":"A3iKF2QaiLp57Kct","name":"Silver-Tongued","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You develop your conversational skill to better deceive others. You gain the following benefits:

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Prerequisite: The ability to cast force or tech powers
When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, or necrotic. Powers you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a power you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

\n

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

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You've practiced fighting while prone, gaining the following benefits:

\n","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4700000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"tc0x7wRpNsW1O2Zz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Prone%20Combatant.webp","effects":[{"_id":"voyn9mLe9ijrdBsQ","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.movement.crawl","value":"(@attributes.movement.walk)","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Prone%20Combatant.webp","label":"Prone Combatant","tint":"","transfer":true}]} +{"_id":"tzePc2J19K2YB4Mt","name":"Loremaster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your study of history rewards you with the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":2300000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"tzePc2J19K2YB4Mt","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"tzePc2J19K2YB4Mt","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Loremaster.webp","effects":[{"_id":"7CaByuPwR1Fe05Yz","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Loremaster.webp","label":"Loremaster","tint":"","transfer":true}]} +{"_id":"uYSCaHw1CtA3VJEY","name":"Quick-Witted","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Great ideas come to you naturally, often when your life depends on it. You always have a plan, or at least parts of it. You gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4500000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"uYSCaHw1CtA3VJEY","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Quick-Witted.webp","effects":[{"_id":"r80Slm4fPZ6Fb0e6","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Quick-Witted.webp","label":"Quick-Witted","tint":"","transfer":true}]} +{"_id":"ua8SMi9eB45JvLvn","name":"Shard Modification","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: Droid type

\n

You are specially modified droid used to house a shard. Shards are sentient crystals native to the planet Orax, roughly a foot in length, that communicate with each other through pulses of light. While inhabiting a specialized droid host, shards are able to overcome the droid's inability to wield the Force, granting the following benefits:

\n","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4900000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Shard%20Modification.webp","effects":[{"_id":"ADseZBBm0OiENVFg","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"flags.dnd5e.forceInsensitive","value":"0","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Shard%20Modification.webp","label":"Shard Modification","tint":"","transfer":true}]} +{"_id":"vesMmgkOBAQLvIEU","name":"Blinding Agility","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: Dexterity 20
You have the reflexes of one who can see things before they happen, granting the following benefits:

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"12th Level","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":600000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Blinding%20Agility.webp","effects":[{"_id":"nJqyLCEz95MgVt8G","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Blinding%20Agility.webp","label":"Blinding Agility","tint":"","transfer":true}]} +{"_id":"vxDwtMysjVevQ9RN","name":"Crafter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan's implements. You gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4200000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Crafter.webp","effects":[]} +{"_id":"y09iFQHd9gACYeKn","name":"Haggler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your skills at bartering have granted you the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":7600000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"y09iFQHd9gACYeKn","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Haggler.webp","effects":[{"_id":"UoHud3hNEJGfWPXH","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.attributes.str.mod","value":"1","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Haggler.webp","label":"Haggler","tint":"","transfer":true}]} +{"_id":"yOhhoeyIfccOM1JQ","name":"Kinetic Stoicism","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've developed a preternatural focus, granting the following benefits:

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"at least 3 levels in sentinel","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":7200000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Kinetic%20Stoicism.webp","effects":[]} +{"_id":"zp1d7mtK3QWMZX6j","name":"Stealthy","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You know how best to hide, gaining the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":0,"long":0,"units":null},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5250000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"zp1d7mtK3QWMZX6j","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"zp1d7mtK3QWMZX6j","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Stealthy.webp","effects":[{"_id":"UsFD1hC8pag7Ek5j","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Stealthy.webp","label":"Stealthy","tint":"","transfer":true}]} diff --git a/packs/packs/species.db b/packs/packs/species.db index 7e03e4d4..dca0fadf 100644 --- a/packs/packs/species.db +++ b/packs/packs/species.db @@ -1,4 +1,4 @@ -{"_id":"05Qnk7HLSTjoGyr2","name":"Droid, Class I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class I droids are typically vaguely human-like in both shape and size, standing at around 6 feet, although some are smaller. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

Utility

\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

Medical droids, also known as meddroids, med droids, medical units or surgical droids are a type of droid designed to heal living beings, and are the most commonly found Class I droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom or Charisma score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class I droids stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they cannot sense the Force. You cannot use force powers or take levels in forcecasting classes.

\n

Knowledge Protocol. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":",,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Test,,Test"},"colorScheme":{"value":"Typically metallic"},"heightAverage":{"value":"4'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Varies based on location"},"droidDistinctions":{"value":"Human-like size, slow speed, specialized knowledge"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20I.webp","effects":[{"_id":"dVONims27SY8Qug3","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class I","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20I.webp","label":"Droid, Class I","tint":"","transfer":true}]} +{"_id":"05Qnk7HLSTjoGyr2","name":"Droid, Class I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class I droids are typically vaguely human-like in both shape and size, standing at around 6 feet, although some are smaller. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

Utility

\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

Medical droids, also known as meddroids, med droids, medical units or surgical droids are a type of droid designed to heal living beings, and are the most commonly found Class I droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom or Charisma score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class I droids stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they cannot sense the Force. You cannot use force powers or take levels in forcecasting classes.

\n

Knowledge Protocol. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

\n

Maintenance Mode. Rather than sleep, you must spend 3 hours performing routine maintenance during a long rest to gain its benefits, during which you have disadvantage on Wisdom (Perception) checks. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":",,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,,,,,,,,,,,,,,,,,,,,,,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Human-like size, slow speed, specialized knowledge,Test,,Test"},"colorScheme":{"value":"Typically metallic"},"heightAverage":{"value":"4'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Varies based on location"},"droidDistinctions":{"value":"Human-like size, slow speed, specialized knowledge"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20I.webp","effects":[{"_id":"dVONims27SY8Qug3","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class I","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20I.webp","label":"Droid, Class I","tint":"","transfer":true}]} {"_id":"0HCthwKO7v6zyNkZ","name":"Toydarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A mammalian species of winged, stout bodied humanoids, the Toydarians have stubby facial tusks which protruded from their lower jaw and framed a short pudgy trunk. While their stubby legs can support their body weight, Toydarians' primary mode of locomotion was their use of the wings on their upper back. Though their wings can beat as fast as ten times a second, the effort burned up large amounts of energy, causing the species to need to replenish itself often through regularly eating mass quantities of food. In order to fuel this hyperactive metabolism, Toydarians eat concentrated foods and egg-seeds. Most of the bloodiest wars in their history were fought over food supplies.

Society and Culture

Despite being ruled by the Hutts, the Toydarian people are able to govern themselves free of major outside intervention through the establishment of a feudal monarchy. A ruling king sits on the planet's throne, allowing vassals to form allegiances and have minor disputes to solve their own problems. The king makes sure to keep his vassals happy and to have their allegiance, but will occasionally encourage infighting to reveal the true character of the vassals and weed out treachery. \r\n\r\nToydarians are known as shrewd businessmen.

Names

Toydarian names are fairly simple and guttural, but a few harsher elements can be found here and there. Male names are generally shorter than female names. Female names always end in a vowel.

  Male Names. Dod, Nesteddo, Tul, Zloomroo

  Female Names. Fefiffe, Lenlibo, Nugni, Zoldibu

  Surnames. Daab, Faabb, Kepo, Mitra, Vulba","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Toydarians reach adulthood at 10 and live less than a century.

Alignment. Toydarians' greedy nature causes them to tend toward chaotic balanced, though there are exceptions.

Size. Toydarians average 4 feet tall and weigh less than 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Business Savvy. A common trait of all Toydarians is their shrewd business sense and their ability to haggle any deal. A loyal and proud people, these traits could be off-putting to outsiders, as many Toydarians in the galaxy were seen as crooks or slimy businessmen, but this was not always the case. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Closed Mind. Toydarian brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Flight. You have a flying speed of 25 feet. To use this speed, you can't be wearing medium or heavy armor.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic, Huttese, and Toydarian.

"},"skinColorOptions":{"value":"Blue, green, grey, or pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or green"},"distinctions":{"value":"Two wings, facial tusks, snout, three fingers and toes on appendages"},"heightAverage":{"value":"3'3\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Toydaria"},"slanguage":{"value":"Toydarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Toydarian","mode":"=","targetSpecific":false,"id":1,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.movement.fly","value":"25","mode":"+","targetSpecific":false,"id":6,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":8,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"toydarian","mode":"+","targetSpecific":false,"id":9,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Toydarian.webp","effects":[{"_id":"uswPAoIbJ2GUTyBM","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Toydarian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":5},{"key":"data.attributes.movement.fly","value":25,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"toydarian","mode":0,"priority":0},{"key":"flags.sw5e.businessSavvy","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Toydarian.webp","label":"Toydarian","tint":"","transfer":true}]} {"_id":"15k9KCKg15kS77Ql","name":"Ssi-Ruu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ssi-ruuk are a predatory, warm-blooded saurian species gifted with ferocious strength, remarkable speed, and sharp fangs and claws, traits that serve them well in the volcanic jungles of their homeworld of Lwhekk. Their muscular forms combined with their powerful tails make them very agile hunters, and their colorfully-scaled hides have been proven to be resistant even to blaster bolts. From their nostrils, two scent-tongues protrude that grant them enhanced olfactory senses, compensating for the poor vision afforded them by their dark, three-lidded eyes. No Ssi-ruu has ever been known to be Force-sensitive.

\n

Society and Culture

\n

The citizens of the Ssi-ruuvi Imperium follow a rigid caste system in which their station in society is determined by the color of the scales they are born with. Among these, the brown-scaled outcasts are regarded as the lowest of the low, and have no place in the Imperium beyond menial labor or death at birth. Deeply xenophobic and religious, the Ssi-ruuk view the rest of the galaxy as populated by lesser beings whose worlds rightfully belong to the Imperium. Despite their fierce nature, most ssi-ruuk are afraid of dying on a world unconsecrated by their priest caste, as they believe their souls would be doomed, so they harvest and \"entech\" the life-energy of other species to power droids that fight for them. The entechment process is torturous and painful to its victims, and is the main power source of Ssi-ruuvi technology.

\n

Names

\n

Ssi-ruuvi names are difficult to pronounce and gender neutral. Many ssi-ruuk adopt nicknames to make the lives of their associates easier. Ssi-ruuk do not have surnames.

\n

  Names. Firwirrung, Ivpikkis, Sh'tk'ith, Th'twirirl, Yifaii

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Ssi-ruuk reach adulthood in their early teens and live to between 100 and 120 years.

Alignment. Ssi-ruuk's cultural drive to enslave and entech others cause them to tend toward the dark side, though there are exceptions.

Size. Ssi-ruuk typically stand between 6 or 7 feet tall and weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Type. Your creature type is both beast and humanoid.

Force Insensitive. While Ssi-ruuk can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

Hunter. You are proficient in Survival.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Natural Empathy. Ssi-ruuk have scent-tongues that let them read the emotions of individuals. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Thick Skin. You have tough, scaly skin and prefer not to wear clothes. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Tooth and Nail. Your fangs and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Ssi-ruuvi. Ssi-ruuvi is a language of musical whistles, honks and clicks, and is nigh impossible for humans and similar species to speak.

"},"skinColorOptions":{"value":"Brown, red, or tan scales"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Solid black"},"distinctions":{"value":"Reptilian, tails, scent-tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Lwhekk"},"slanguage":{"value":"Ssi-ruuvi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ssi-Ruu","mode":"=","targetSpecific":false,"id":1,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ssi-ruuvi","mode":"+","targetSpecific":false,"id":9,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Ssi-Ruu.webp","effects":[{"_id":"mHet1jKAIkSgtPbd","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Ssi-Ruu","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"35","mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ssi-ruuvi","mode":0,"priority":0},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ssi-Ruu.webp","label":"Ssi-Ruu","tint":"","transfer":true}]} {"_id":"1GC7fhDrDCa64gjI","name":"Gotal","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gotals possess cranial horns as receptors to sense electromagnetism and other energy emissions. These nerve-ending filled cones can sense the natural electromagnetic fields produced by Antar 4's magnetite-rich crust, allowing the species to operate even in total darkness. Their senses also pick up the electromagnetic auras from other life forms. When close to their hunting targets, they can ascertain information on its mood, awareness, and state of mind. Electronic devices can also be sensed by Gotals; in fact, most droids give off enough electromagnetic emissions to at least annoy a Gotal, and at worst to seriously disorient the horned beings, making them notoriously distrustful of droids. Gotals rely heavily on their cones, with their eyesight and hearing being quite weak, and their sense of smell almost completely absent.

Society and Culture

Since their natural empathy makes them instantly sensitive to the feelings of others, Gotals have little use for government or laws on their homeworld, resulting in problems when dealing with other societies. No central authority figure can speak for Antar 4 as a whole in a crisis, and no organized Gotal military or police force can act on their behalf. Other species respect the Gotals for their discretion and restraint, but some individuals fear interacting with the horned beings for fear of having their emotional state revealed to others.

Names

Gotal names are quite guttural, though there are also many harsher tones within their names. Gotal names do not vary significantly based on gender, and surnames are familial.

  First Names. Thon, Fern, Fuu'rash, Jir, Vluphol

  Surnames. Gratlul, Klux, Vathon, Zilat, Krigh, Rahxem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

Age. Gotals reach adulthood in their late teens and live less than a century.

Alignment. Gotals' polite and respectful nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Gotals typically stand 6 to 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Energy Sensors. Gotals perceive the environment around them through use of electromagnetic sensors held in their cranial horns. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.

Hunter. You are proficient in Survival.

Natural Empathy. Gotal's electromagnetic sensors allow them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Languages. You can speak, read, and write Galactic Basic and Antarian. The Antarian language is characterized by growls and clicking noises at various volumes.

"},"skinColorOptions":{"value":"Grey, brown, or black"},"hairColorOptions":{"value":"White, grey, or brown"},"eyeColorOptions":{"value":"Red, orange, yellow, grey, green, or black"},"distinctions":{"value":"Full body fur, flat noses, head cones"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Antar 4"},"slanguage":{"value":"Antarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gotal","mode":"=","targetSpecific":false,"id":1,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Blindsight (30 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"antarian","mode":"+","targetSpecific":false,"id":8,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Gotal.webp","effects":[{"_id":"rNPBs7jT9wzHZoaG","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gotal","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Blindsight (30 ft.)","mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"antarian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gotal.webp","label":"Gotal","tint":"","transfer":true}]} @@ -16,7 +16,7 @@ {"_id":"4xqyBL56v38tyBK7","name":"Falleen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Falleen are distinguished by their mottled green or red skin, ridged skulls, and their long, black hair which they typically wear in ponytails. The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation make the Falleen often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, the Falleen exude pheromones which makes them all but irresistible to both sexes.\r\n\r\nThe Falleen are semi-aquatic, being able to hold their breath underwater for an extended period of time. Fallen are one of few species that are resistant to manipulation by the Force.

Society and Culture

Falleen society is of a feudal nature, with noble houses ruling over the lower classes. The upper echelons of Falleen aristocracy are rife with politics and intrigue, though they rarely spill blood over disputes or reduce themselves to open warfare.\r\n\r\nAs a cold-blooded species, the Falleen respect discipline and control, particularly self-control. They tend to shun public displays of emotion, and are very patient. As a result of this attitude, they tend to look down on the more openly passionate, whom they see as lacking self-control. Indeed, the Falleen as a species have a towering sense of superiority, reflecting on their view of Falleen as the civilized and cultural center of the galaxy, rather than Coruscant.

Names

Falleen favor names with Z and X sounds. They are usually accompanied by a surname, which is familial.

  Male Names. Xomit, Xizor, Xist, Zenex, Zurros

  Female Names. Xora, Trezza, Mylla, Zule, Annaz

  Surnames. Grunseit, Croom, Moz, Xiss, Mythric","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Falleen reach adulthood in their late teens and live up to 250 years.

Alignment. Falleen societal structure causes them to tend to be lawful balanced, though there are exceptions.

Size. Falleen typically stand between 5 and 6 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Closed Mind. Falleen brains have an unusual composition which make them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Hold Breath. You can hold your breath for up to 1 hour at a time.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Galactic Basic and Falleen. Falleen is characterized by its common use of the Z and X sounds, of which the Falleen are fond.

"},"skinColorOptions":{"value":"Green, red"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Black, brown"},"distinctions":{"value":"Ridged skulls, dorsal spine"},"heightAverage":{"value":"4'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Falleen"},"slanguage":{"value":"Falleen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Falleen","mode":"=","targetSpecific":false,"id":1,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"falleen","mode":"+","targetSpecific":false,"id":7,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Falleen.webp","effects":[{"_id":"MG89qb6cGFBKJaYv","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Falleen","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"falleen","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.enthrallingPheromones","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Falleen.webp","label":"Falleen","tint":"","transfer":true}]} {"_id":"55LKxskhxFZKVlZb","name":"Codru-Ji","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Codru-Ji are humanoids generally near-human in their adult appearances, save for their four arms. While their hair, eye, and skin pigmentations tend towards earthen hues, brighter colorations such as blonde hair or blue eyes, though uncommon, also exist. Rarer still, some adults maintain a light coat of fur or elongated, pointed ears. These eccentric attributes result from their unusual childhood forms.

\n

Codru-Ji children are actually sapient, six-legged canid creatures that cannot speak. Codru-Ji in this stage of their lives are called Wyrwulves: they mature to their more recognizable figures after reaching puberty. At that point, a blue, rubbery substance cocoons a Wyrwulf for several weeks before it emerges as a humanoid adolescent. They do, however, retain both the natural resilience and the enhanced hearing of their previous selves.

\n

Society and Culture

\n

The Codru-Ji are proud and protective of their ancient customs, and they carefully manage their homeworld's economy to keep a degree of anonymity from the galaxy at large. They fear the tainting of their long-held practices by outside influence as well as prejudice against them for the almost barbaric level of callousness they will display towards one another in pursuit of personal gain. The kidnapping of a political rival's children or the ransoming of off-worlders back to their people are both common practices.

\n

Names

\n

Codru-Ji names are often kept to two syllables. Clan names are appended to the given name as a hyphenated affix.

\n

  Male Names. Kossok, Tirrit, Uttar, Yunnan

\n

  Female Names. Davvi, Kella, Russa, Zollu

\n

  Clan Names. -Fa, -Mu, Ro-, -Sy, Yi-

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Codru-Ji reach adulthood in their early teens and live less than a century.

Alignment. Steeped in selfish tradition, Codru-Ji tend towards the dark side, though there are exceptions.

Size. Codru-Ji stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Codru-Ji have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Natural Grappler. Whenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill.

Trance. Codru-Ji sleep lightly, standing and semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Codruese, which has a solemn and stately cadence to it.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, brown, gray, or white (usually with age)"},"eyeColorOptions":{"value":"Black, slate, gray, or brown"},"distinctions":{"value":"Four arms"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Munto Codru"},"slanguage":{"value":"Codruese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Codru-Ji","mode":"=","targetSpecific":false,"id":1,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"codruese","mode":"+","targetSpecific":false,"id":8,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Codru-Ji.webp","effects":[{"_id":"cF7ScwvPgQ03tTqh","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Codru-Ji","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"12+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"codruese","mode":0,"priority":0},{"key":"flags.sw5e.trance","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Codru-Ji.webp","label":"Codru-Ji","tint":"","transfer":true}]} {"_id":"6Pwa10za74AXMWJ5","name":"Defel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

While defel appear to be visually similar to the shistavanen, they are very different on a biological level. Defel have the ability to bend waves of light in such a manner that it renders them practically invisible to the human eye. Despite this ability, they could be still be spotted by force-users and keen-eyed individuals. Defel have extremely high perceptive ability because of their large ears, sensitive noses, and keen eyes. Because of the heightened levels of visual stimuli their eyes experience, defel are nearly blinded by sunlight but can see rather well in the dark.

\n

Society and Culture

\n

Defel live in tight-knit, interdependent communites underground. The harsh environment on Af'El turned the defel into rugged survivors, able to hold their own in the Galaxy. Defel have a strong sense of honor and will not associate with individuals that do not keep their word. Because defel have yet to achieve interplanetary travel, they are a rare sight in the galaxy.

\n

Names

\n

Defel names tend to sound dark and mysterious, and are mostly composed of multiple syllables. Defel surnames are familial, using stern and simple sounds.

\n

  Male Names. Alustair, Claustro, Tenebris, Varsiin

\n

  Female Names. Lhantra, Soliel, Stroika, Zavtra

\n

  Surnames. Gauss, Neura, Tume, Vecherom

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Defel reach adulthood in their early teens and live less than a century.

Alignment. Defel tend toward no particular alignment. The best and worst are found among them.

Size. Defel typically stand 4 to 5 feet tall and generally weigh around 100 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Claws. You have sharp claws, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hidden Step. As a bonus action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you've used this trait, you can't use it again until you finish a short or long rest.

Miners. You have proficiency in scavenging kits.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Defel. Most defel refuse to speak Galactic Basic while on their home planet of Af'El unless they have a specific need for it.

"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Blue to yellow in ultraviolet light, black to dark brown in visible light"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Ability to absorb light, light blindness, claws"},"heightAverage":{"value":"3'10\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Af'El"},"slanguage":{"value":"Defel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Defel","mode":"=","targetSpecific":false,"id":1,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":2,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":3,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"defel","mode":"+","targetSpecific":false,"id":8,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":9,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.toolProf.value","value":"scav","mode":"+","targetSpecific":false,"id":11,"itemId":"ghKmUoOj75TEKey2","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Defel.webp","effects":[{"_id":"avJjg9zlYNomK9Uw","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Defel","mode":5,"priority":5},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"defel","mode":0,"priority":0},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"scav","mode":0,"priority":0},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.surpriseAttack","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Defel.webp","label":"Defel","tint":"","transfer":true}]} -{"_id":"6dUPGIldzOLY7WA8","name":"Droid, Class III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class III droids are typically human-like in both shape and size, standing at around 6 feet. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their slow, shuffling gait and typically overly talkative nature.

\n

Utility

\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

They are usually equipped with protocol chips which give them the cognitive functionality to engage socially.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class III droids stand around the height of humans and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Knowledge Protocol. You have proficiency in the Lore skill.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write all registered languages.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Typically metallic"},"droidDistinctions":{"value":"Human-like size, shuffling gait, typically talkative"},"heightAverage":{"value":"5'6\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Varies based on location"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20III.webp","effects":[{"_id":"HFVrCmmsBSqYk1N7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.species","value":"Droid, Class III","mode":5,"priority":20},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.all","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20III.webp","label":"Droid, Class III","tint":"","transfer":true}]} +{"_id":"6dUPGIldzOLY7WA8","name":"Droid, Class III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class III droids are typically human-like in both shape and size, standing at around 6 feet. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their slow, shuffling gait and typically overly talkative nature.

\n

Utility

\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

They are usually equipped with protocol chips which give them the cognitive functionality to engage socially.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class III droids stand around the height of humans and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Knowledge Protocol. You have proficiency in the Lore skill.

\n

Maintenance Mode. Rather than sleep, you must spend 3 hours performing routine maintenance during a long rest to gain its benefits, during which you have disadvantage on Wisdom (Perception) checks. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write all registered languages.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Typically metallic"},"droidDistinctions":{"value":"Human-like size, shuffling gait, typically talkative"},"heightAverage":{"value":"5'6\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Varies based on location"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20III.webp","effects":[{"_id":"HFVrCmmsBSqYk1N7","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.species","value":"Droid, Class III","mode":5,"priority":20},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.all","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20III.webp","label":"Droid, Class III","tint":"","transfer":true}]} {"_id":"7LrWzNU01cDSj5wG","name":"Mirialan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mirialans are a near-human species native to the planet Mirial. They have green to yellow skin and tattoos on their faces. The Mirialans are known for their spirituality and strong connection with the world around them. Mirialans are very flexible and agile, making them fast and formidable foes.

Society and Culture

The Mirialan people are deeply religious and practice a primitive understanding of the Force. They believe each individual's actions contribute to their destiny, building upon past successes and failures to drive them towards their fates. Within their belief system was the view that individual actions ripple through the Force, also affecting the destiny of the species as a whole.\r\n\r\nA Mirialan often places a unique, geometrically repeated tattoo on their face and hands to signify that they have completed a certain test or task, or achieved sufficient aptitude for a certain skill. The number of tattoos often acts as a good indicator of how mature and/or skilled a Mirialan was. Because the more markings brings about a form of status, Mirialan society is stratified and allows the heavily marked citizens to access greater opportunities. Despite its importance, most Mirialans do not know the entirety of the tattoo lexicon due to its complexity. The interaction between placement and positioning of the shapes is incredibly subtle and changes their meaning greatly.

Names

Mirialan names are typically concise and rarely more than two syllables. Surnames are familial.

  Male Names. Boca, Floha, Jemy, Puv, Choqa

  Female Names. Buf, Ches, Kebe, Ovof, Shaqa

  Surnames. Acave, Ishakee, Kefvi, Uflozi, Zoria","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Mirialan reach adulthood in their late teens and live less than a century.

Alignment. Mirialans spiritual tendencies cause them to tend towards the light side, though there are exceptions.

Size. Mirialan typically stand 5 to 6 feet tall and weight 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Spiritual. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about a culture's religion.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Mirialan.

"},"skinColorOptions":{"value":"Green, olive, or yellow"},"hairColorOptions":{"value":"Black, blonde, brown, or red"},"eyeColorOptions":{"value":"Blue, green, violet, grey, red, yellow, or orange"},"distinctions":{"value":"Facial tattoos, flexible and agile"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mirial"},"slanguage":{"value":"Mirialan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mirialan","mode":"+","targetSpecific":false,"id":1,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mirialan","mode":"+","targetSpecific":false,"id":8,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Mirialan.webp","effects":[{"_id":"uLanO2lY6ro8UeYE","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Mirialan","mode":5,"priority":20},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"35","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"mirialan","mode":0,"priority":0},{"key":"flags.sw5e.surpriseAttack","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mirialan.webp","label":"Mirialan","tint":"","transfer":true}]} {"_id":"93AxC8HrUSpclwzY","name":"Gungan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Starting life as tadpoles, Gungans develop into tall beings with extremely flexible cartilaginous skeletons. Strong leg muscles allow for powerful and quick frog-kick style swimming through water as well as a remarkable jumping ability while on land. Fin-like ears (called haillu) also aid them in swimming, as well as expressing emotions like aggression, friendship, and fear. They have partially retractable eyestalks with nictitating membranes when underwater. Green eyes are unusual amongst Gungans.

Society and Culture

Gungans are generally a generous and peaceful species. They truly love to have visitors and warmly welcome them; however, they would remain suspicious until the visitors have earned their respect. Gungans are not tolerant of anyone who threatens their peaceful culture. They have very strict laws, and will go to the extremes to punish anyone who has committed a minor crime. Vandals, for example, can be given a sentence of exile, caning, or even stoning.\r\n\r\nIf a Gungan is cast out of society, it is very difficult for them to return. If they do manage to return legally, they are often subjected to heavy discrimination. This can make life very difficult for them and can go on for months or years, until their past offenses disappear from memory. Returning back to the settlement they were exiled from illegally will sometimes result in the death penalty, especially if they brought along outsiders.

Names

Gungan names are often repeated syllables hyphenated.

  Male Names. Crinn-Crinn, Gic, Noc-Noc, Wal

  Female Names. Hew, Khi, La-La, Phro-Phro, Yuss

  Surnames. Baud, Gos, Jalles, Mag, Wub","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Gungans reach adulthood in their early teens and live about 70 years.

Alignment. Gungans tend toward the light side, though there are exceptions.

Size. Gungans typically stand 6 to 7 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Martial Proficiency. You have proficiency with light and medium armor as well as the vibrospear and vibropike.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Strong-Legged. 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.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Gungan. When speaking Galactic Basic, you often have trouble with word tenses and infinitives; this usually has a comical effect.

"},"skinColorOptions":{"value":"Blue, brown, or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Light colors"},"distinctions":{"value":"Extendable tongues, long ears, eye stalks, three toes, aquatic species"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Naboo"},"slanguage":{"value":"Gungan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gungan","mode":"=","targetSpecific":false,"id":1,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":6,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":7,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":8,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":10,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"=","targetSpecific":false,"id":11,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gungan","mode":"+","targetSpecific":false,"id":13,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Gungan.webp","effects":[{"_id":"kgqVkH4CH10efNNT","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Gungan","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrospear","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibropike","mode":0,"priority":0},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.movement.swim","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gungan","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gungan.webp","label":"Gungan","tint":"","transfer":true}]} {"_id":"97bNdvsykO011CBK","name":"Mon Calamari","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The mon calamari are a bipedal, amphibious species with high-domed heads, webbed hands and large, goggle-like eyes. In addition to being webbed, the mon calamari hand presents three suction-cup like holes on its palm, and featured five claw-tipped fingers: one opposable thumb, two long middle fingers, and two very short outer fingers. Although they are shaped like flippers, their feet can nevertheless fit into boots designed for human-like feet. The females are distinguished from the males by their more prominent chest areas.

Society and Culture

The mon calamari have developed a very advanced and civilized culture. Their art, music, literature, and science show a creativity surpassed by few in the galaxy. Mon calamari literature depicts stars as islands in a galactic sea, showing a passionate longing to explore space and discover other civilizations. Mon Calamari are both soft-spoken and gentle, slow to anger, and have the remarkable ability to maintain their concentration without being distracted by emotional responses. They are both inquisitive and creative, and have a near-legendary quality of being both determined and dedicated; once a mon calamari decides on a course of action, they are not easily swayed from that decision. They often fixate themselves on \"lost causes.\"

Names

Mon calamari names generally have a melodic feel.

  Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa

  Female Names. Afwa, Lel, Mhirim, Ri, Theya

  Surnames. Dualda, Gradi, Tua, Valec, Winab

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

\n

Age. Mon calamari reach adulthood in their late teens and live less than a century.

\n

Alignment. Mon calamaris' love of the arts cause them to tend toward the light side, though there are exceptions.

\n

Size. Mon calamari stand between 5 and 6 feet tall and rarely weigh more than 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Mon Calamari Resistance. You have advantage on saving throws against effects that grant the slowed condition and you have resistance against cold damage (explained in chapter 9).

\n

Musical. You have proficiency in one musical instrument of your choice.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic, Mon Cal, and one language of your choice.

"},"skinColorOptions":{"value":"Reddish brown, brown, red, cyan, mottle, salmon, gold, blue, grey, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange, blue, or gray"},"distinctions":{"value":"Large, goggle-like eyes, high-domed heads, webbed hands"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Mon Cal"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mon Calamari","mode":"=","targetSpecific":false,"id":1,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":5,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":6,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"+","targetSpecific":false,"id":7,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"moncal","mode":"+","targetSpecific":false,"id":9,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":10,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","effects":[{"_id":"N9qNmjh0vP0dzWIA","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Mon Calamari","mode":5,"priority":5},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0},{"key":"data.attributes.movement.swim","value":"30","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"moncal","mode":0,"priority":0},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","label":"Mon Calamari","tint":"","transfer":true}]} @@ -48,10 +48,11 @@ {"_id":"QHVGvW0HeaVzMfin","name":"Chevin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chevin have long snouts which hang down nearly to their ankles. Combined with their intellect, this makes them skilled hunters of animals such as backshin, because they can smell out their prey or feed while keeping their eyes on the horizon. It is also their hunting prowess which allowed them to dominate their homeworld and conquer the Chevs. Chevin have thick legs, massive wide bodies, thin rope-like tails, and arms so long their three-fingered hands often brushed the ground.

\n

Society and Culture

\n

Chevin live in small, mobile communities, with homes mounted on great wheeled carts. Even after they gained access to galactic technology, they continued to live as nomads (though more affluent Chevin mounted their lodges on large repulsorlift vehicles instead.) Their Chev slaves are usually forced to follow on foot. Nomadic groups of Chevin keep in touch via comlinks, and often converge on a single location to deal with danger.

\n

The only Chevin settlements that stay in place for more than one standard month are the Government Villages, where Chevin dictators live with their hand-picked advisors. Even these settlements are movable when necessary. Each of the roughly two dozen Government Villages rules a Chevin nation.

\n

Names

\n

Chevin names do not vary significantly based on gender. Surnames are based on community.

\n

  First Names. Buula, Ephant, Perre, Phylus, Reseros

\n

  Surnames. Meh, Mon, Nen, Needmo, Phrusaani

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Chevin reach adulthood in their thirties and live up to 200 years.

Alignment. Chevin warmongering and slavetrading cause them to tend toward the dark side, though there are exceptions.

Size. Chevin stand between 6 and 8 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Nomadic. You are proficient in Survival.

Thick Skull. Your skull is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Languages. You can speak, read, and write Galactic Basic and Chevin. The Chevin language is characterized by grunts and low-pitched rumblings. Chevin typically have deep voices, even when speaking Basic.

"},"skinColorOptions":{"value":"Grey"},"hairColorOptions":{"value":"Black, brown, blond, grey, or white (usually with age)"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Stocky build, large heads, long snouts, long arms, three-fingered hands, four-toed feet"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"170 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Vinsoth"},"slanguage":{"value":"Chevin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chevin","mode":"=","targetSpecific":false,"id":1,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chevin","mode":"+","targetSpecific":false,"id":9,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Chevin.webp","effects":[{"_id":"xyKlxEBAGLcMBv2n","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Chevin","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chevin","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chevin.webp","label":"Chevin","tint":"","transfer":true}]} {"_id":"QOvjUOUaERMXgOdN","name":"Zygerrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Zygerrians are a bipedal, sentient humanoid species. Feline in appearance, the species possesses strong, angular features, with long fangs jutting from their jaws and claws extending from their hands. The Zygerrians' faces and their pointed ears are almost entirely covered with fur; males usually have more hair than females, with bands of fur growing on their cheeks. Male Zygerrians also display a number of bony spurs protruding from the chin, which females typically lack. Zygerrians usually have sallow complexions and are physically strong, but some suffer from obesity.

\n

Society and Culture

\n

A warlike species, the Zygerrians hold strength—both physical and mental—in great esteem, viewing it as a means to gain power and authority. They believe that it is the natural order of life for the strong to dominate the weak, so slavery is normal for the species, and a display of weakness could mean death or enslavement in their culture. Those who become their slaves are viewed as inferior by the Zygerrians. Zygerrian society is organized into clans and classes. They have a noble class, many members of which, despite their high status, pursue a career in the military. The Zygerrian government is a monarchy; female rulers hold the title of Queen, and males are addressed as Kings. The center of the Zygerrian society is the Zygerrian Slavers Guild, which focuses on the slave trade in the Outer Rim Territories.

\n

Names

\n

Zygerrian names are rather diverse, though shorter names are the most common. Surnames are familial.

\n

  Male Names. Agruss, Darts, Atai, Sono

\n

  Female Names. Miraj, Faralhi, Latrans, MaDall

\n

  Surnames. D'nar, Molec, Scientel, Thanda, Tyne

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Zygerrians reach adulthood in their late teens and live less than a century.

Alignment. Zygerrian culture's emphasis on subjugation and strength causes them to tend towards chaotic dark side, though there are exceptions.

Size. Zygerrians normally stand between 5 to 6 feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Acrobatic. You have proficiency in Acrobatics.

Claws. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Reputation for Cruelty. You are proficient in Intimidation, as well as the saberwhip and vibrowhip.

Languages. You can speak, read, and write Galactic Basic and Zygerrian. Zygerrian is characterized by its subtle growls and purrs.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Black, brown, gray, or red"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Large pointed ears, clawed hands, fur-covered faces, bony facial spurs"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zygerria"},"slanguage":{"value":"Zygerrian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zygerrian","mode":"=","targetSpecific":false,"id":1,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":9,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":10,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"zygerrian","mode":"+","targetSpecific":false,"id":12,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Zygerrian.webp","effects":[{"_id":"zFWMZ7TZhGP32ghr","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Zygerrian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"saberwhip","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrowhip","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"zygerrian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zygerrian.webp","label":"Zygerrian","tint":"","transfer":true}]} {"_id":"Qhc2eCsVgdnPixsz","name":"Aing-Tii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

BIOLOGY AND APPEARANCE

\n

The aing-tii are a species of sentient, toothless mammals who stand on two clawed feet with two spindly arms, each with three large digits. Their bodies are covered in jointed white, bony plates covered in unique painted motifs. The aing-tii head is small and juts out perpendicularly from their chest, featuring two large eyes and six long, thin, green tongues extending from their mouths. They have a long, prehensile tail. The species is incapable of producing sound and conveys information via tasting, smelling and touching each other with their tongues.

\n

SOCIETY AND CULTURE

\n

The aing-tii are native to a planet whose location in the Kathol Rift is a closely guarded secret. Although in a dangerous area of space, the majority of Aing-Tii never leave their homeworld nor have any contact with the outside world. Those who do—commonly called aing-tii warrior monks—are often xenophobic and reclusive. The monks spend their entire lives performing errands for their gods, in the hope that they will receive \"an answer\" from them. The aing-tii hate slavery, and often attack slavers who roam the Kathol Outback.

\n

While the aing-tii are Force-sensitive, they avoid wielding the Force, which they see as sacred. The aing-tii believe that everything is somehow guided by the Force. They do not believe in the light or dark sides of the Force. Instead, they hold that there are many different aspects to the Force.

\n

NAMES

\n

Aing-tii names are, in reality, non-verbal and only truly understandable via taste, smell, and touch. The few aing-tii who have been known to the outside world have used translators to convey an auditory identifier.

\n

  Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro

\n

  Female Names. Kulan'Pa, Laman'So, Te'Nuriel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Aing-tii reach adulthood in their late teens and live more than a century.

\n

Alignment. Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions.

\n

Size. Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Armored Plates. You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.

\n

Closed Mind. Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

\n

Force-Sensitive. You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Force-sensitivity, unique technology, six green tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Aing-Tii homeworld in the Kathol Rift"},"slanguage":{"value":"Non-verbal communication via taste, smell, and touch"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"Ability Score Increase":{"value":"Ability Score Increase"},"Your Wisdom score increases by 2, and your Constitution score increases by 1":{"":{"value":"Your Wisdom score increases by 2, and your Constitution score increases by 1."}},"Age":{"value":"Age"},"Aing-tii reach adulthood in their late teens and live more than a century":{"":{"value":"Aing-tii reach adulthood in their late teens and live more than a century."}},"Alignment":{"value":"Alignment"},"Aing-tii's foreign nature causes them to be hard to understand":{" Most aing-tii tend toward neutral light side, though there are exceptions":{"":{"value":"Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions."}}},"Size":{"value":"Size"},"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs":{" Regardless of your position in that range, your size is Medium":{"":{"value":"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium."}}},"Speed":{"value":"Speed"},"Your base walking speed is 30 feet":{"":{"value":"Your base walking speed is 30 feet."}},"Armored Plates":{"value":"Armored Plates"},"You have thick armored plates":{" When you aren't wearing armor, your AC is 13 + your Dexterity modifier":{"":{"value":"You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier."}}},"Closed Mind":{"value":"Closed Mind"},"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers":{" You have advantage on Wisdom and Charisma saving throws against force powers":{"":{"value":"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers."}}},"Force-Sensitive":{"value":"Force-Sensitive"},"You know the force push/pull at-will force power":{" Wisdom or Charisma (your choice) is your forcecasting ability for this power":{"":{"value":"You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power."}}},"Prehensile Tail":{"value":"Prehensile Tail"},"You have supreme control over your tail and can use it to manipulate objects as well as your hands":{"":{"value":"You have supreme control over your tail and can use it to manipulate objects as well as your hands."}},"Wisdom of the Elders":{"value":"Wisdom of the Elders"},"You are proficient in the Lore skill":{"":{"value":"You are proficient in the Lore skill."}},"Languages":{"value":"Languages"},"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii":{" However, you cannot speak or make noise verbally":{"":{"value":"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally."}}},"source":"Expanded Content"},"flags":{"dynamiceffects":{"effects":[{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":7,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":"+","targetSpecific":false,"id":8,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.details.species","value":"Aing-Tii","mode":"=","targetSpecific":false,"id":9,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":10,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Armor Class Min"}],"equipActive":true,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","effects":[{"_id":"3aUdsUbBSwi6cZH0","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":0,"priority":0},{"key":"data.details.species","value":"Aing-Tii","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"13 + @abilities.dex.mod","mode":5,"priority":1},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","label":"Aing-Tii","tint":"","transfer":true}]} +{"_id":"QmRz7rdlXLJs5Zpi","name":"Patrolian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Patrolians are fish-like in appearance, being covered in pale, pastel-colored scales and possession numerous fins on their long limbs and face, as well as a notable dorsal fin which often required modified clothing to accommodate.

\n

Thanks to their gills, patrolians are perfectly comfortable breathing underwater as well as on land, and their physiology is also notoriously resistant to electric shocks—both likely throwbacks to evolution on their native homeworld of Patrolia.

\n

Society and Culture

\n

Patrolians are a notably innovative and resourceful species, and many of their number have found their way into roles of the construction, maintenance and sale of technology.

\n

Unfortunately, patrolians tend to pursue these businesses in a shady manner, and most tend to operate such ventures in the criminal underworld, working as bounty hunters, thieves, fences, slicers and other such technically-demanding criminal roles.

\n

This inclination towards crime stems from their homeworld, which is perpetually stalled in a state of economic decay due to wartime. With the advent of multiple wars fought in the system, different armies continuing to see the aquatic world as a strategic bulwark in the region. Because of this, patrolians have to find work not only off-world, but typically in fields not falling under governmental purview. Unfortunately, criminal activities being a common path.

\n

Names

\n

Patrolian names are usually multisyllabic and sing-songy with lots of open vowels and few fricatives. Patrolians are not known to use family names or other surnames.

\n

  Male Names. Dalladu, Feddi, Nogagai, Teconica

\n

  Female Names. Kakeda, Machibido, Rinimma, Talla

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Charisma score increases by 1.

\n

Age. Patrolians reach adulthood in their late teens and live less than a century.

\n

Alignment. Patrolians' greedy, scheming nature causes them to tend toward the dark side, though there are exceptions.

\n

Size. Patrolians typically stand just over 3 feet tall and generally weigh about 40 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Amphibious. You can breathe air and water.

\n

Conniving. You have proficiency in Deception or Stealth (your choice).

\n

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Electrical Resistance. Patrolians are notably capable of shrugging off electrocutions. You have resistance to lightning damage.

\n

Specialist. You have proficiency in one specialist's kit of your choice.

\n

Swim. You have a swimming speed of 25 feet.

\n

Technician. You are proficient in the Technology skill.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Patrolian. Patrolian is a high-energy language, consisting mostly of gurgles and skittish vocalizations. Patrolian, even when spoken on land, sounds like it's being spoken underwater.

"},"skinColorOptions":{"value":"Blue-purple to green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Light to dark red"},"distinctions":{"value":"Fin-like limbs, pastel-colored scales"},"heightAverage":{"value":"2'8\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Patrolia"},"slanguage":{"value":"Patrolian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"planguage":{"value":""},"droidDistinctions":{"value":""},"droidLanguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.KH43IZr4IqeUM3lL"}},"img":"systems/sw5e/packs/Icons/Species/Patrolian.webp","effects":[{"_id":"6ONrHdnvLzAAXP1o","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.species","value":"Patrolian","mode":5,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":20},{"key":"data.attributes.movement.swim","value":25,"mode":5,"priority":20},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"lightning","mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Patrolian","mode":0,"priority":20},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Patrolian.webp","label":"Patrolian","tint":"","transfer":true}]} {"_id":"TOpTTlEAMJiHDX1a","name":"Barabel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Barabel are a bipedal species of reptilians who are covered in very tough dark colored scales. Evolved from nocturnal lizards, the Barabel adapted a thick layer of fat which allowed them to remain active and not sluggish when temperatures dropped. A blaster set on stun would not damage them at all or slow them down, as it would merely bounce off their scales. Barabel are able to shed their tails if necessary, an ability that proved the undoing of many startled foes. They also possess heavy retractable claws along with needle sharp teeth which can grow to be 2 inches in length. A carnivorous species, Barabel possess two stomachs in order to process the massive amount of food they required to survive.

\n

Society and Culture

\n

Living in low tech communities ranging from a few dozen individuals to no more than ten thousand, the Barabel community is built around a warren where the group thrives and hunted from. The Barabel species is noted for its hunting and tracking prowess; many of their actions are fueled by their hunting instincts, leading to the general feeling that Barabel are always angry. They are well known for their aggression but are also extremely loyal. They also have a great deal of respect for the Jedi because of their first experiences with a Jedi Master who settled a dangerous clan dispute. Apologies, whether for a misdeed or in sympathy, are an unknown concept to Barabel and are considered insulting.

\n

Names

\n

Barabel names are harsh and gutteral. Female names are often softer. Surnames are warren-based.

\n

  Male Names. Anidroks, Bridiz, Trurzuk, Vilzinok

\n

  Female Names. Alge, Bulzo, Ekthamo, Inako, Nolku

\n

  Surnames. Akken, Dutarca, Khigta, Srabulgid, Zhomo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.

Age. Barabel reach adulthood in their late teens and live less than a century.

Alignment. Barabel aggression causes them to tend toward the dark side, though there are exceptions.

Size. Barabel typically stand between 6 and 7 feet tall and weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Barabel have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals 1d4 kinetic damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Hunter. You are proficient in Survival.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Languages. You can speak, read, and write Galactic Basic and Barabel. The Barabel language is characterized by its barks and hisses.

"},"skinColorOptions":{"value":"Black, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Four-fingered hands, two inch long teeth"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Barab I"},"slanguage":{"value":"Barabel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Barabel","mode":"=","targetSpecific":false,"id":1,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"barabel","mode":"+","targetSpecific":false,"id":10,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Barabel.webp","effects":[{"_id":"rZWNCSEJqZsjLbV5","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Barabel","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft)","mode":2,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"barabel","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Barabel.webp","label":"Barabel","tint":"","transfer":true}]} {"_id":"Tn4YNqWxZOBzlUAv","name":"Esh-Kha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Esh-kha are a gray-skinned humanoid species with equine features, including muzzles and digitigrade legs. They also have small black eyes. 

\n

Society and Culture

\n

In terms of society, their race's culture resembles that of a hive society though each individual retain their own thoughts and aspirations yet all being bred for a specific role that they were eager to fulfill. A caste system is present amongst the esh-kha which included Force-sensitive simple minded savants, more numerous skilled determined warriors that watched over them and finally the patriarchs that acted as leaders who provided their wisdom as well as decisions to their entire people. Esh-kha appear to outsiders as a savage violent species that care only for the destruction of all other races. This hatred for other sentient species is believed to had stemmed from their tightly-knit hive-like society. It is suspected that the esh-kha are simply unable to tolerate or even adapt to the existence of thinking of outsiders who only suffered their wrath. Their race only turns violent against one another in the most extreme of circumstances.

\n

Names

\n

Whilst their kind are individuals, esh-kha are not named at birth but instead earn their names through their actions. An esh-kha that displayed great skill in battle could be called \"Swift Blade\", or maybe \"Deadly Cutter\" or some other such name. It is believed that this partly explained an esh-kha's zeal in battle with young warriors seeking not only victory but an opportunity to lay claim to a name and forge their own identity. Esh-kha do not use surnames, as they believe they are one family.

\n

  Names. Bleeding Yell, Dormant Heart, Blue Survivor, Ancient Cull, Sharp Grip, Running Sun, Flame Walker

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength or Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Esh-kha reach adulthood in their early teens and live less than a century.

\n

Alignment. The esh-kha's stubborn and racially-centric mindsets cause them to tend toward lawful balanced, though there are exceptions.

\n

Size. Esh-kha typically stand 6 to 6 and a half feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

\n

Force-Sensitive. You know your choice of the turbulence, Force disarm, or slow at-will force powers. Your forcecasting ability is Wisdom or Charisma (depending on power alignment). 

\n

Inquisitive. You have proficiency in the Investigation skill. 

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Skill Versatility. You gain proficiency in one skill of your choice.

\n

Weapon Training. You have proficiency in two vibroweapons or blasters of your choice.

\n

Languages. You can speak, read, and write Galactic Basic and Kharan. Kharan contains many metaphorical expressions when translated to Galactic Basic. The language has many comparisons to music and singing, such as a galactic government being compared to a chorus.

"},"skinColorOptions":{"value":"Gray or tan"},"hairColorOptions":{"value":"Gray"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horizontal head protrusions"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Unknown, Belsavis (adopted)"},"slanguage":{"value":"Kharan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Esh-kha","mode":"=","targetSpecific":false,"id":1,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.inv.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Skills Investigation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kharan","mode":"+","targetSpecific":false,"id":8,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp","effects":[{"_id":"aUdPMqzH9ntC1KQB","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Esh-kha","mode":5,"priority":5},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.inv.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kharan","mode":0,"priority":0},{"key":"flags.sw5e.savageAttacks","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp","label":"Esh-Kha","tint":"","transfer":true}]} {"_id":"Tuah8PRYevJFSoPt","name":"Pa'lowick","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The pa'lowick are a species of humanoid amphibians who live in the coastal salt marshes of Lowick. They have compact but rotund midsections that top a pair of long, spindly legs ending in anisodactylic feet—three toes pointing forward, one back. This configuration, combined with their powerful lungs, enabled them to swim. The most prominent feature of pa'lowick physiology is their prehensile snout, which ends in a pair of pouty, human-like lips. Pa'lowick are also born with sharp tusks, which some lose by middle age.

\n

Society and Culture

\n

Pa'lowick live in large, independent communities with a feudal system of government. Many pa'lowick become fishers or hunters, as their biology allows. Songs and stories are the most treasured aspect of pa'lowick culture. Pa'lowick music runs the gamut of genres and subjects, although religious music is particularly common. Cultural heritage, such as history, genealogy, and parables, is largely passed down orally. Every Pa'lowick community has a dedicated storyteller; the esteem afforded this individual makes the position a coveted one. Large lungs make the Pa'lowick hearty singers and affords at least some members of the species the ability to scream loudly and disarm opponents in combat.

\n

Names

\n

Pa'lowick names tend to grow longer as the family tree grows older, with each generation adding a few syllables they are fond of.

\n

  Male Names. Loran, Jelanto, Neeamesh, Samoos

\n

  Female Names. Larisselle, Rensilla, Sy, Tripika

\n

  Surnames. Chatrunis, Dym, Geeci, Snootles

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Pa'lowick reach adulthood in their late teens and live about 75 years.

Alignment. Pa'lowick enjoy a raucous good time, causing them to tend toward chaotic light side, though there are exceptions.

Size. Pa'lowick stand about 5 feet tall, and weigh approximately 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Pa'lowick have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Proud Performer. Pa'lowick are best known for the energy they can bring to a singing performance. Whenever you make a Charisma (Performance) check involving singing, you are considered to have expertise in the Performance skill.

Snout. You have supreme control over your snout and can use it to manipulate objects as well as your hands. Additionally, your snout is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier kinetic damage.

Sonic Scream. You can use your action to violently expel air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Lowickese. Lowickese requires the user to purse their lips and blow air, and is considered amusing by other species.

"},"skinColorOptions":{"value":"Generally tan and greenish hues"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Green, blue, gray, red-orange"},"distinctions":{"value":"Long snout, bulbous body on thin legs"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lbs."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lowick"},"slanguage":{"value":"Lowickese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pa'lowick","mode":"=","targetSpecific":false,"id":1,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lowickese","mode":"+","targetSpecific":false,"id":8,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Pa%27lowick.webp","effects":[{"_id":"DOEcD2uiPDNcMRRg","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Pa'lowick","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.movement.swim","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lowickese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Pa%27lowick.webp","label":"Pa'lowick","tint":"","transfer":true}]} -{"_id":"VAD3Pi9aFD88GbVL","name":"Droid, Class IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class IV droids are typically human-like in both shape and size, though there are many advanced models (such as droidekas) that forgo this standardization. They are usually colored to match their affiliation, though personally owned class IV droids might not be. Certain models of class IV droids, such as the HK-series, are made to look like class III droids to disguise their martial nature.

\n

Utility

\n

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

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class IV droids typically stand between 5 and 7 feet and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Martial Protocol. You have proficiency with light and medium armor as well as two simple or martial blasters or vibroweapons of your choice.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Varies"},"droidDistinctions":{"value":"Variable size, combat-designed nature, often humanoid"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Holowan Mechanicals, Uxiol Droid Manufacturing"},"droidLanguage":{"value":"Galactic Basic"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20IV.webp","effects":[{"_id":"yyg9z15jh6tMBTrg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class IV","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20IV.webp","label":"Droid, Class IV","tint":"","transfer":true}]} +{"_id":"VAD3Pi9aFD88GbVL","name":"Droid, Class IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class IV droids are typically human-like in both shape and size, though there are many advanced models (such as droidekas) that forgo this standardization. They are usually colored to match their affiliation, though personally owned class IV droids might not be. Certain models of class IV droids, such as the HK-series, are made to look like class III droids to disguise their martial nature.

\n

Utility

\n

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

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class IV droids typically stand between 5 and 7 feet and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Maintenance Mode. Rather than sleep, you must spend 3 hours performing routine maintenance during a long rest to gain its benefits, during which you have disadvantage on Wisdom (Perception) checks. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it.

\n

Martial Protocol. You have proficiency with light and medium armor as well as two simple or martial blasters or vibroweapons of your choice.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Varies"},"droidDistinctions":{"value":"Variable size, combat-designed nature, often humanoid"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Holowan Mechanicals, Uxiol Droid Manufacturing"},"droidLanguage":{"value":"Galactic Basic"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20IV.webp","effects":[{"_id":"yyg9z15jh6tMBTrg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class IV","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20IV.webp","label":"Droid, Class IV","tint":"","transfer":true}]} {"_id":"WCagrTVTqpeBmIbB","name":"Kushiban","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kushibans are four-limbed lagomorphs native to the planet Kushibah. They are diminutive, unimposing, and typically weaker than most humanoids, but they are also quite difficult to track due to their natural speed and stealth.\r\n\r\nWhile Kushibans are quadrupeds, their forepaws are as manipulative as traditional hands. While Kushibans can walk on two legs, they typically run around on four feet since they can move significantly faster that way. \r\n\r\nKushibans are inherently cute and fuzzy, and more nefarious species often attempt to take them as slaves. Kushibans are social and do not take well to slavery, and they typically don't live long in solitude or captivity.

Society and Culture

Kushibans live in a simple, peacful society on the non-industrialized, lush green planet of Kushibah in the Outer Rim. Kushibans are typically kind a generous, with a playful sense of humor and a penchant for practical jokes. However, if betrayed or angered, Kushibans can be cruel or vindictive, and they have little patience for bullies, simpletons, and misanthropes.

Names

Kushiban names are a single word combining both their first and familial names.

  Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur

  Female Names. Asani, Pritsi, Sibble, Mirax","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Kushibans reach adulthood at 13 and live less than a century.

Alignment. Kushibans' playful nature causes them to tend toward chaotic light side, though there are exceptions.

Size. Kushibans typically stand 3 and a half to 4 feet tall and weigh around 40 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Nimble Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Stealthy. You are proficient in the Stealth skill.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Kushiban. Kushiban has a bubbly, joyful tone to it.

"},"skinColorOptions":{"value":"White to light gray"},"hairColorOptions":{"value":"Typically white but varies based on mood"},"eyeColorOptions":{"value":"Typically blue, brown, or green"},"distinctions":{"value":"Lagomorph, nimble, resilient"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Kushibah"},"slanguage":{"value":"Kushiban"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kushiban","mode":"=","targetSpecific":false,"id":1,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kushiban","mode":"+","targetSpecific":false,"id":9,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kushiban.webp","effects":[{"_id":"rcIMsotffEEZpwXR","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Kushiban","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"12+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kushiban","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.nimbleAgility","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kushiban.webp","label":"Kushiban","tint":"","transfer":true}]} {"_id":"WIgvnQbv89NQiM3Y","name":"Vurk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Vurks are the predominant sentient species of the planet Sembla. They are tall, reptilian humanoids with bulbous dark eyes and sweeping head crests. Their hands and feet have three digits each, one of which was opposable. They have distinguishing gray-green, leathery skin. Being able to breathe both water and air, they are perfectly adapted to travel Sembla's warm, shallow seas dotted with volcanic islands. They share a strong nomadic instinct with their amphibious ancestors.

Society and Culture

Young Vurk males are married off by their parents; those who failed to marry before reaching adulthood remain bachelors for the rest of their lives. Because their way of living resulted in virtually no sizable permanent settlement whatsoever, Vurks were generally considered primitive by the rest of the galaxy; however, that was not true. They are very intelligent and believe in a highly developed philosophical tradition that emphasizes personal integrity and individual freedom and encourage personal honesty. Their compassionate and calm manner made them better than average diplomats.\r\n\r\nVurks are very family-oriented. It is common for multiple generations to remain in the same location as a single household, with the eldest family member being the patriarch or matriarch and making the decision for the entire family.

Names

Vurk names are traditionally two to three syllables. Female names typically end with a vowel, while male names vary. Surnames are familial.

  Male Names. Coleman, Jadran, Milanko, Zlatko

  Female Names. Elka, Iryna, Miglena, Tanya, Verka

  Surnames. Cheevochik, Provric, Trebor, Vorgecz","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Vurk reach adulthood in their 20s and live an average of 70 years.

Alignment. Vurk philosophies cause them to tend toward the light side, though there are exceptions.

Size. Vurks typically stand between 6 and 7 feet tall and weigh around 175 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Athletic. You have proficiency in the Athletics skill.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Head Crest. Your head crest is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Semblan. Semblan has a very melodic feel and often evokes images of waterfalls to those who don't understand its meanings.

"},"skinColorOptions":{"value":"Dark blues, greens, greys, or reds"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Bulbous eyes, head crests, three-fingered hands"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sembla"},"slanguage":{"value":"Semblan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Vurk","mode":"+","targetSpecific":false,"id":1,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"+","targetSpecific":false,"id":8,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"semblan","mode":"+","targetSpecific":false,"id":10,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Vurk.webp","effects":[{"_id":"Q0QM1el7ltMmxAt5","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Vurk","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"35","mode":5,"priority":5},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.movement.swim","value":"30","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"semblan","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Vurk.webp","label":"Vurk","tint":"","transfer":true}]} {"_id":"X0xSvXKE13cByf2k","name":"Harch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Harch possess a large-fanged mouth between two prominent chelicerae, above which they have six red eyes arranged in a semicircle. The two lowest eyes are larger and roughly twice the size of the four smaller eyes. Harch walk on two legs and have six arms, with the second and third set of arm protruding from behind the first pair rather than directly above or below them. These arms are covered in thick hair and end in three-fingered hands. The Harch are distantly related to the Aqualish species and there is much debate among geneticists regarding the relationship between the Harch and the Aqualish Ualaq subspecies. However, the Harch themselves considered such discussions to be obscene.

\n

Society and Culture

\n

Not much is known about the Harch, as few of them have mingled with the galactic community, preferring to stay on Secundus Ando. Harch that leave the planet tend to have a more aspirant nature than their fellows, and often reach great heights in their chosen professions in the galaxy. Such Harch are considered outliers—most apparently care little for titles. Like the Arcona species, female Harch are seen as more domineering and aggressive than their male counterparts. It is not unheard of for a male Harch to raise entire broods of hatchlings alone.

\n

Names

\n

Harch names are not gender-specific. Harch do not use surnames.

\n

  Names. Cubach, Quixoch, Trench, Turch

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Intelligence scores increase by 1.

\n

Age. Harch reach adulthood at age 10 and can live up to 200 years.

\n

Alignment. Harch are cold, calculating beings, causing them to tend toward the dark side, though there are exceptions.

\n

Size. Harch stand around 6 feet tall and weigh between 200 and 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier kinetic damage.

\n

Six-Armed. Harch have six arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

\n

Spider Climb. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing, and while climbing you always have two hands free.

\n

Venomous Fangs. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is poisoned until the end of its next turn, and you can't use this feature again until you complete a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Harchese. Harchese is discernible from other insectoid languages by a noticeable emphasis on consonants, especially the \"ch\" sound.

"},"skinColorOptions":{"value":"Pale pink"},"hairColorOptions":{"value":"Brown, black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Spider-like with six eyes, eight limbs and chelicerae"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Secundus Ando"},"slanguage":{"value":"Harchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Harch","mode":"=","targetSpecific":false,"id":1,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.movement.climb","value":"30","mode":"=","targetSpecific":false,"id":8,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"harchese","mode":"+","targetSpecific":false,"id":10,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Harch.webp","effects":[{"_id":"fVMBhfpLgK7mYOvF","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Harch","mode":5,"priority":5},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.movement.climb","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"harchese","mode":0,"priority":0},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Harch.webp","label":"Harch","tint":"","transfer":true}]} @@ -61,7 +62,7 @@ {"_id":"Z3DZq97ItDtrcVLa","name":"Bith","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bith are craniopods with pale pink, yellow, or green skin, large heads, large lidless eyes, toeless feet, and long fingers. Their thumb and small finger were both fully opposable. The bith's internal systems are different from most humanoids, as the bith have only one lung, and exhale through their skin. Bith also lack a proper nose, instead having highly sensitive olfactory organs hidden in the skin-flaps of their cheeks. The other bith senses are also acute. Bith can sense the tonal qualities of sound as well as other species sensed colors. Their eyes, as big as a Menahuun's, can see microscopic details of nearby objects, but are extremely nearsighted as a result. An interesting side effect of their incredible sensors is the effect of sonic grenades, or screamers, on them. It is described as causing their heads to explode. Similarly, bith have high manual dexterity which helps them manipulate fine tools, though their physical prowess with gross motor skills was only average.

\n

Society and Culture

\n

Bith are one of the galaxy's most ancient civilizations, with a history going back millions of years. This antiquity garners respect in certain quarters, such as among the Gree, who gave them more respect than other, \"younger\" species. Their society is highly regimented, with everything from mate selection to political leadership controlled by sophisticated computer programs.

\n

Names

\n

Bith names are quite diverse. Some names look complicated and difficult to pronounce, while others are quite simple.

\n

Male Names. Fedu, Jenkiss, Kabadons, Ph'teumkiass

\n

Female Names. Duhia, F'hubama, R'hothal, Thidus

\n

Surnames. D'intes, Hern, K'sarorn, Nimum, Rumo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Bith reach adulthood in their late teens and live less than a century.

\n

Alignment. Biths' benevolent nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Bith typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Musician. You are proficient in one musical instrument of your choice.

\n

Programmer. Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.

\n

Languages. You can speak, read, and write Galactic Basic, Bith, and one more language of your choice.

"},"skinColorOptions":{"value":"Green, pink, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Large cranium, acute senses of smell and hearing"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Clak'dor VII"},"slanguage":{"value":"Bith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.details.species","value":"Bith","mode":"=","targetSpecific":false,"id":5,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.languages.value","value":"Basic","mode":"+","targetSpecific":false,"id":6,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"Bith","mode":"+","targetSpecific":false,"id":7,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":8,"itemId":"ELH8899fqDlpo706","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Bith.webp","effects":[{"_id":"064LQEqCktTG9phA","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.details.species","value":"Bith","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"bith","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0},{"key":"flags.sw5e.detailOriented","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.programmer","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Bith.webp","label":"Bith","tint":"","transfer":true}]} {"_id":"a7W8u1AlnnBnUrE7","name":"Half-Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The appearance and biological features of half-humans vary drastically by each species, but tend to fall somewhere in the middle. A common side-effect of a species interbreeding with humans is the loss of darkvision and tails.

\n

Society and Culture

\n

Half-humans are subjects of two separate cultures, but belong in neither. A half-human might be raised amongst humans or their other half, or might be fully ostracized, instead growing up in a remote, isolated place, removed from both species.

\n\n\n\n\n\n\n
\n

Traits

\nHalf-humans gain the Defiant special trait from their human half. They also gain the special traits from their non-human half, except for those trait(s) mentioned in the Half-Human table above.
\n

Names

\n

Half-human names might follow human conventions, or that of the other half. Often, they blend the two in some fashion, perhaps taking a human surname, with a special name.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Half-humans gain the ability score increases of their non-human half, but they can choose any ability score for one of the options, instead of the given option.

\n

Age. Half-humans live around the average of the two species' lifespans.

\n

Alignment. Half-humans tend towards their non-human half's alignment.

\n

Size. Half-humans stand and weigh around the average of the two species' height and weight. Regardless of your position in that range, your size is the size of your non-human half.

\n

Speed. Your base walking speed is that of your non-human half.

\n

Defiant. Half-humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Languages. You can speak, read, and write Galactic Basic, regardless of whether or not the non-human half can speak it, and the language(s) associated with your non-human half.

\n
\n

Inherited Traits

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-TiiArmored Plates
AleenaRacer's Reflexes
AqualishDarkvision
ArdennianDarkvision
BarabelDarkvision
BesaliskPowerful Build
BithDetail Oriented
BothanNaturally Stealthy
CatharFeline Agility
CereanKeen Mind
Chadra-FanSecond Heart
ChagrianDarkvision
ChevinKeen Hearing
ChissDarkvision
ClawditeUnsettling Visage
Codru-JiKeen Hearing
DashadeForce Contention
DefelHidden Step
DevaronianTwo Livered
DraethosDarkvision
DugFury of the Small
DurosDarkvision
EchaniCombative Culture
EwokMask of the Wild
FalleenClosed Mind
GamorreanSavage Attacks
GandLungless
GeonosianGeonosian Weaponry
GivinVacuum Sealed
GotalNatural Empathy
GranKeen Sight
GunganMartial Proficiency
HarchVenomous Fangs
HerglicToughness
IktotchiPrecognition
IthorianHold Breath
JawaGrovel, Cower, and Beg
KageSuperior Darkvision
KaleeshDarkvision
KaminoanGeneticist, Ultraviolet Sight
KarkarodonAggressive
Kel DorDarkvision
KillikCarapace
KlatooinianWisdom of the Elders
KubazDarkvision
KushibanGrovel, Cower, and Beg
KyuzoDarkvision
LannikForce Attunement
LasatPowerful Build
MiralukaForce Sight
MirialanSpiritual
Mon CalamariDarkvision
MustafarianDarkvision
MuunSecond Heart
NautolanDarkvision
NeimoidianDarkvision
NoghriKeen Smell
OrtolanGrovel, Cower, and Beg
QuarrenKeen Hearing
Pa'lowickHold Breath, Snout
Pau'anDarkvision
PykeMercantile, Notorious Slavers
RattatakiSurprise Attack
RishiiKeen Hearing and Sight
RodianDarkvision
SelkathVenomous Claws
ShistavanenDarkvision, Forced March
Ssi RuuKeen Smell, Sunlight Sensitivity, Tooth and Nail
SithDarkvision
SquibKeen Smell
SullustanDarkvision
TalzDarkvision
ThisspiasianPrehensile Tail
TogorianToughness
TogrutaDarkvision
ToydarianClosed Mind
TrandoshanSaving Face
TuskenAggressive
Twi'lekDarkvision
UgnaughtDarkvision
UmbaranDarkvision
VerpineHardened Carapace
VossDarkvision
VurkDarkvision
WeequayDarkvision
WookieeDarkvision
YevethaAggressive
ZabrakDarkvision
ZeltronTwo Livered
ZygerrianDarkvision
\n
\n
"},"skinColorOptions":{"value":"Varies"},"hairColorOptions":{"value":"Varies"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Varies"},"heightAverage":{"value":"Varies"},"heightRollMod":{"value":"Varies"},"weightAverage":{"value":"Varies"},"weightRollMod":{"value":"Varies"},"homeworld":{"value":"Varies"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Half-Human","mode":"=","targetSpecific":false,"id":1,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":2,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Half-Human.webp","effects":[{"_id":"ijcI8bBJYOzbQxAH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Half-Human","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.defiant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Half-Human.webp","label":"Half-Human","tint":"","transfer":true}]} {"_id":"aaku0UVk7Oc27TqI","name":"Herglic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The herglic are a massive race of creatures descended from aquatic mammals, breathing though a blowhole on top of their heads. They are tall and wide, and have smooth, hairless skin that ranged in color from pale blue to black, though some rare individuals may appear pink or have white markings on their sides. Their girth tends to leave them feeling out of place among smaller species; herglic tend to take up two chairs or fill the entire doorway of any establishment they enter that does not cater to beings their size.

Society and Culture

The herglics are very technologically advanced, developing space flight and hyperdrives and colonizing their sector of the galaxy prior to the formation of the Galactic Republic. Natural explorers and traders, they sailed the cosmos establishing crucial trade routes and gaining prestige. Despite their size, herglic are surprisingly dexterous while working with tools, and are some of the finest engineers in the galaxy. \r\n\r\nHerglics have an inquisitive but practical nature, enjoying travel and having exotic experiences. Their perpetually calm demeanor helps them interact with most other species peacefully, though when dealing with smaller species, herglics tend to become nervous and self-conscious about their proportions. They also seem to have an innate predeliction for gambling and games of chance, which have gotten more than one herglic into trouble on several occasions.

Names

Male names are typically harsher sounding than female names. Herglics rarely use surnames.

  Male Names. Biglu, Melchi, Sehvorah

  Female Names. Mahg-Raet, Seese, Uddn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Herglic reach adulthood in their late teens and live up to 120 years.

Alignment. Herglics' gentle nature causes them to tend toward the light side, though there are exceptions.

Size. Herglic stand between 6 and 8 feet tall and weigh up to 600 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. You can hold your breath for up to 1 hour at a time.

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

Swim. You have a swimming speed of 30 feet.

Technician. You are proficient in the Technology skill.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Herglese. Herglese has a clear and commanding cadence, drawing the attention of those who hear it.

"},"skinColorOptions":{"value":"Black, gray, pale blue, pale pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Aquatic organs, massive size"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Giju"},"slanguage":{"value":"Herglese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Herglic","mode":"=","targetSpecific":false,"id":1,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"+","targetSpecific":false,"id":6,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"herglese","mode":"+","targetSpecific":false,"id":9,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Herglic.webp","effects":[{"_id":"YD22dYhkmmoTaN4S","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Herglic","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.movement.swim","value":30,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"herglese","mode":0,"priority":0},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.toughness","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Herglic.webp","label":"Herglic","tint":"","transfer":true}]} -{"_id":"bHNVgsazMaG6xhwn","name":"Droid, Class V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class V droids are typically vaguely human-like in both shape and size, standing at around 6 feet, although many can be larger. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their simple programming and quiet, focused work habits.

\n

Utility

\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. Labor droids are fifth-degree droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class V droids typically stand between 5 and 7 feet and weigh around 260 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Manual Laborer. You have proficiency in Athletics and one set of artisan’s implements of your choice.

\n

Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Typically metallic"},"droidDistinctions":{"value":"Vaguely human-like size and shape, typically quiet"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Binary"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20V.webp","effects":[{"_id":"Z3v7Cj4aSpJg4K8C","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.details.species","value":"Droid, Class V","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20V.webp","label":"Droid, Class V","tint":"","transfer":true}]} +{"_id":"bHNVgsazMaG6xhwn","name":"Droid, Class V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class V droids are typically vaguely human-like in both shape and size, standing at around 6 feet, although many can be larger. They are usually a polished metallic color, though this can vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their simple programming and quiet, focused work habits.

\n

Utility

\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. Labor droids are fifth-degree droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class V droids typically stand between 5 and 7 feet and weigh around 260 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Maintenance Mode. Rather than sleep, you must spend 3 hours performing routine maintenance during a long rest to gain its benefits, during which you have disadvantage on Wisdom (Perception) checks. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it.

\n

Manual Laborer. You have proficiency in Athletics and one set of artisan’s implements of your choice.

\n

Powerful Build. Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Typically metallic"},"droidDistinctions":{"value":"Vaguely human-like size and shape, typically quiet"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Cybot Galactica, Industrial Automaton"},"droidLanguage":{"value":"Binary"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20V.webp","effects":[{"_id":"Z3v7Cj4aSpJg4K8C","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.details.species","value":"Droid, Class V","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20V.webp","label":"Droid, Class V","tint":"","transfer":true}]} {"_id":"bsnncm5FDZAA6A9A","name":"Aqualish","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

An amphibious species native to the planet Ando, the Aqualish people have two facial tusks which curve down over their mouths; a trait which added to their appearance as arachnids. These facial tusks are highly sensitive to heat and cold and are used for cracking open the hard shells of shellfish or burrowing through the swampy loam of their homeworld. Having finned hands and two bulbous black eyes, Aqualish are unable to manipulate most machinery or equipment developed by the galaxy's many species which designed these tools for beings with digits. As a result, Aqualish tend to remain on their homeworld. Aqualish are well known for their hair-trigger tempers that flare without reason. While Force-sensitive Aqualish are rare, members of the species have trained as both Sith and Jedi, though they typically gravitate toward the former.

\n

Society and Culture

\n

The Aqualish hate the image they have in the galaxy as thugs, regardless of its veracity, and blame it on any- and everyone else. Because of this, the species are considered pariahs on Ando, which has a lower population of Aqualish than the galaxy itself. All Aqualish speak mutually intelligible dialects of the same language. Quarrelsome and thug-like, the Aqualish culture revolved around aggression and toughness, with diplomacy being one of their weakest attributes.

\n

Names

\n

Aqualish names are intended to sound strong. Surnames are not familial, but are chosen by each individual Aqualish.

\n

  Male Names. Bung, Gu, Opege, Soni, Tubop

\n

  Female Names. Cestirki, Duni, Iftu, Sifre, Umi

\n

  Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Aqualish reach adulthood in their late teens and live less than a century.

\n

Alignment. Aqualish's aggressive personalities cause them to tend toward the dark side, though there are exceptions.

\n

Size. Aqualish stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arms Dealers. Whenever you make a Charisma (Persuasion) check related to buying or selling weapons, you are considered to have expertise in the Persuasion skill.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Aqualish. Aqualish is a harsh, guttural language. It's rare that other species bother to learn it unless they regularly interact with Aqualish.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, blue, green, or red"},"hairColorOptions":{"value":"Black, brown, or gray"},"eyeColorOptions":{"value":"Black, blue, red, or brown"},"distinctions":{"value":"Tusks, belligerent personalities, brawny stature"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ando"},"slanguage":{"value":"Aqualish"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aqualish","mode":"=","targetSpecific":false,"id":1,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"=","targetSpecific":false,"id":8,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"aqualish","mode":"+","targetSpecific":false,"id":10,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Aqualish.webp","effects":[{"_id":"dNaQxsBLhXGxw47t","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Aqualish","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.movement.swim","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"aqualish","mode":0,"priority":0},{"key":"flags.sw5e.aggressive","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aqualish.webp","label":"Aqualish","tint":"","transfer":true}]} {"_id":"cOspdl5cGX3cxOMD","name":"Flesh Raider","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Flesh raiders are a more primitive, and more physically imposing subspecies of rakata that mutated prior to the end of the Infinite Empire. A life above ground and in caves has led the flesh raiders to lose their more amphibian traits, and are now more humanoid in their biological needs, though they seem to only be able to digest meats and flesh.\n\nFlesh raiders keep many of their ancestral rakatan features, though they have experienced a form of gigantism that has lead to their interesting appearance, that of a flat topped, spade shaped head, with blade-like eye stalks coming off the side ends of the spade. Their body structure also more closely matches that of a trandoshan or dashade, being bulky and imposing in stature, towering over most other sentient creatures.\n\nUnlike contemporary rakata, flesh raiders did not lose their ability to tap into the Force.

Society and Culture

Flesh raiders are known to form small clan structures, with a war boss in charge of the clan. Those flesh raiders who are born Force-sensitive can be found imitating a temple structure, with a powerful Force-sensitive, usually from another species, leading them. \n\nFlesh raiders still speak the rakatan language, though it has developed into a cruder variant.

Names

Flesh raider names tend to be short and concise, embodying strength and virility. Flesh raider names make no distinction between male and female names. Surnames are clan-based, though they are rarely used.

  First Names. Cha'nagh, Fashk, Gorshh, Keshk, Mar'govrok

  Surnames. Ban, Fel, Kuir, Penk, Teeshk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom or Charisma score increases by 1.

\n

Age. Flesh raiders reach adulthoood by 20 and rarely live longer than 90 years.

\n

Alignment. Flesh raiders' propensity towards war and aggression cause them to tend toward chaotic dark side, though there are exceptions.

\n

Size. Flesh raiders typically stand between 6 and 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Contention. Due to their unique physiology, flesh raider hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Hunters. Whenever you make a Wisdom (Survival) check to hunt for food, you are considered to have expertise in the Survival skill.

\n

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Brown, pink, red, or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, dark blue, dark green"},"distinctions":{"value":"Horizontal eye stalks, horizontal spade-shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tython"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Flesh Raider","mode":"=","targetSpecific":false,"id":1,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":8,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Flesh%20Raider.webp","effects":[{"_id":"8kAGFyPm2CQRdUho","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Flesh Raider","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rakata","mode":0,"priority":0},{"key":"flags.sw5e.aggressive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.cannibalize","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.forceContention","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Flesh%20Raider.webp","label":"Flesh Raider","tint":"","transfer":true}]} {"_id":"cRqoLZOEd6813W08","name":"Chiss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The chiss are a near-human species distinguished by their blue skin and glowing red eyes. Genetic analysis indicate that they are an offshoot of humanity, and it is believed that moving underground led to a divergence between them and baseline Humans. Their blue skin, jet black hair and red eyes generally command attention; these features make them physically striking and instantly recognizable.

Society and Culture

Chiss society is highly structured and ordered with the rule of law being enforced by a group of four affiliations known as the Ruling Families: the Csapla, Nuruodo, Inrokini and Sabosen. These are not biological family groupings but instead different branches of their government. Every chiss claims affiliation to one of the four families, as determined by both tradition and place of birth. The family names are more of a cultural holdover; the bloodlines had grown so co-meddled that any chiss could claim affiliation to any of the ruling families. In spite of the outward impression of calm and order that the chiss like to project to outsiders, there were evidently tensions within the Families; political assassinations are a real part of chiss political life for the Ruling Families.

Names

A chiss true-name has 3 parts, each separated by an apostrophe. The first part is their family name, the second part is their root name, and the third part is their occupation. Chiss rarely share their true-name with non-chiss, and usually go by their root name. Male and female names do not significantly deviate.

  Names. Crorcu'ecuk'unist, Dash'esoru'ishur, Jerd'ecer'lonii, Kisk'egauw'eqhi, Marag'aliphil'eduo, Pommo'icuote'nlerme, Vornu'wuzi'lerdim

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chiss reach adulthood in their late teens and live less than a century.

Alignment. Chiss' tactical and selfish nature cause them to tend toward lawful dark side, though there are exceptions.

Size. Chiss typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Tech Resistance. Growing up around technology leaves an impact on chiss. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Martial Proficiency. You have proficiency with light and medium armor as well as the blaster pistol and sniper rifle.

Languages. You can speak, read, and write Galactic Basic and Cheunh. Cheunh is a complex language that is difficult for non-chiss to learn. Chiss take pride in this difficulty.

"},"skinColorOptions":{"value":"Blue or silver"},"hairColorOptions":{"value":"Black, blue, or silver"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Glowing red eyes, above-average night vision"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Csilla"},"slanguage":{"value":"Cheunh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Chiss","mode":"=","targetSpecific":false,"id":1,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft)","mode":"+","targetSpecific":false,"id":6,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster pistol","mode":"+","targetSpecific":false,"id":9,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"sniper rifle","mode":"+","targetSpecific":false,"id":10,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"cheunh","mode":"+","targetSpecific":false,"id":12,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Chiss.webp","effects":[{"_id":"VaDVQFvsbGNJ3yew","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Chiss","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (120 ft)","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"blaster pistol","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"sniper rifle","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cheunh","mode":0,"priority":0},{"key":"flags.sw5e.techResistance","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chiss.webp","label":"Chiss","tint":"","transfer":true}]} @@ -76,8 +77,8 @@ {"_id":"hdwrBMPaKa3ynWVs","name":"Kaminoan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kaminoans' evolution from aquatic creatures in the vast oceans of Kamino is reflected in their tall shape, glassy coated eyes, near luminescent skin, and long, thin necks. The almond-shaped eyes of kaminoans are also able to see color in the ultraviolet spectrum. While female kaminoans are bald, males possess headcrests and fin ridges along the rear of their small, bulbous skulls.

Society and Culture

The kaminoans see themselves as a superior form of life, but nevertheless remained polite to outsiders. To them any species seeking self-improvement is worthy of respect, but those who do not are obviously inferior; self-improvement has a central role in Kaminoan society. Through the development and mastery of selective breeding, genetics, and cloning, the kaminoans were able to overcome a cataclysm that pushed them to the brink of extinction. \n\nKaminoans live in a caste based society, determined by the color of the kaminoan's eyes. Gray eyed individuals handle administration and are considered of the highest-level caste; middle castes had yellow eyes and handle the skilled work; and lower castes had blue eyes and perform manual labor and other menial tasks. Although it is extremely rare, kaminoans are sometimes born with green eyes. Those are viewed as genetically inferior and as a threat to the kaminoans' well ordered society and as such are exterminated shortly after birth.

Names

Kaminoan names typically are composed by around two syllables and a brief surname.

  Male Names. Lama, Ni, Orun, Koa

  Female Names. Taun, Ko, Nala, Kina

  Surnames. Ha, Su, We, Sai, Wa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

\n

Age. Kaminoans reach adulthood at 11 years old and live around 100 years.

\n

Alignment. Kaminoans highly organized society lead individuals to tend toward a lawful alignment, though there are exceptions.

\n

Size. Kaminoans typically stand 7 to 8 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Geneticist. You have proficiency in the Medicine skill.

\n

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

\n

Tech Dabbler. You know the temporary boost at-will tech power. Intelligence is your techcasting ability for this power. You do not require use of a wristpad for this powers.

\n

Ultraviolet Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

Languages. You can speak, read, and write Galactic Basic and Kaminoan. Kaminoan is characterized by its flowing water-like sound.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Grey, yellow, blue, green"},"distinctions":{"value":"Very tall, long limbs, long necks"},"heightAverage":{"value":"6'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kamino"},"slanguage":{"value":"Kaminoan, Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaminoan","mode":"=","targetSpecific":false,"id":1,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaminoan","mode":"+","targetSpecific":false,"id":8,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kaminoan.webp","effects":[{"_id":"bAvoarff91YbaQxe","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Kaminoan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kaminoan","mode":0,"priority":0},{"key":"flags.sw5e.longlimbed","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kaminoan.webp","label":"Kaminoan","tint":"","transfer":true}]} {"_id":"hqA75uwRDd25Vlq9","name":"Rishii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Rishii are a sentient, avian species of carnivores which possess two legs ending in four-toed feet, two arms, a tail, and a head. The species' two arms consist of feathered wings ending in nimble humanoid hands, capable of manipulating tools. The wings grant the Rishii the ability to fly at great speeds, which is their method of travel equivalent to running in land-based species. A Rishii's head contained a beak between two yellow eyes framed by a large brow. Rishii were capable of mimicking anything said to them perfectly, and also possessed extremely strong senses, particularly hearing and sight.

Society and Culture

Native to the planet Rishi, the Rishii live in loose primitive tribes, known as nests, clustered high upon the planet's mountains, away from the hot and humid lowland swamps. Each nest consists of a small number of family units led by a chieftain, with neighbouring nests respecting each others territories and living in harmony. This peaceful and accepting attitude goes beyond just other Rishii and was extended to all neighbours of a nest, including the many other species who colonise the lowlands of Rishi. Due to the unfavorable conditions found in the lowlands, the native avians do not understand the off-worlders' choice to live there, but were not opposed to their presence.

Names

As with much of their speech, Rishii names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. Rishii names do not vary based on gender. Rishii are responsive to nicknames given by outsiders. ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Rishii reach adulthood at 10 and generally live no longer than 60 years.

Alignment. Rishii tend toward no particular alignment. The best and worst are found among them.

Size. Rishii range from 4 to 6 feet tall and generally weigh less than 130 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You can speak, read, and write Galactic Basic and Rishii. Rishii's clicks, trills, and whistles are difficult for outsiders to learn without the aid of a protocol droid, and so Rishii often feel comfortable speaking to eachother in the language in front of others.

"},"skinColorOptions":{"value":"Yellow"},"hairColorOptions":{"value":"Brown or white"},"eyeColorOptions":{"value":"Brown or yellow"},"distinctions":{"value":"Sound mimicry, enhanced hearing and sight"},"heightAverage":{"value":"4'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rishi"},"slanguage":{"value":"Rishii"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rishii","mode":"=","targetSpecific":false,"id":1,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.movement.fly","value":"30","mode":"+","targetSpecific":false,"id":6,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rishii","mode":"+","targetSpecific":false,"id":8,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Rishii.webp","effects":[{"_id":"EG1cQYESSqx7uV17","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Rishii","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.attributes.movement.fly","value":"30","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rishii","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rishii.webp","label":"Rishii","tint":"","transfer":true}]} {"_id":"iOnOsOWWquwrbTc7","name":"Colicoid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Colicoids are tall insectoids that held multiple appendages. Their bodies are chitinous and include a powerful stinging tail. A colicoid's physiology allows them to curl up into a protective ball and unfurl suddenly which allow them to catch their prey unaware. This rolling method of locomotion is second nature to the colicoids. Their insectoid minds provide them a natural defense against mind tricks.

\n

Some members are colicoid queens that are different as they are more than twice the size of even the largest warrior breeds. This makes them extremely dangerous and are the only colicoids that possess a unique poisonous stinger. This combined with their strength and size makes them deadly combatants, especially when within their nests. However, a queen tends to only fight when her young are being threatened.

\n

Society and Culture

\n

Though highly intelligent, colicoids are emotionless and cannibalistic in nature. Their ruthless cunning serves them well on the battlefield as it does on the negotiating table. It is known that long ago that they transferred these ruthless characteristics to their commerce activities. As a result, they are known to be brutally efficient in their business practices. They are noted for being vicious and calculating creatures that are driven by greed whilst showing little regard for others. The colicoids have numerous successful commercial ventures and hold strict business protocols.

\n

Names

\n

Colicoid names are typically very short and gender neutral, with surnames being based on the queen from which they spawned.

\n

  First Names. Gal, Het, Kaf, Lyp, Nok, Yin

\n

  Surnames. Bek, Dor, Set, Tel, Wim, Zal

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength or Constitution score increases by 1.

Age. Colicoids reach adulthood by 8 and live to be about 65.

Alignment. Colicoid's emotionless nature causes them to tend towards balanced alignments, though there are exceptions.

Size. Colicoids typically stand 6 to 6 and a half feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 25 feet.

Acute Senses. You have proficiency in the Perception skill.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Closed Mind. Colicoid brains have an unusual composition which gives them a natural defense against the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Defensive Ball. You are able to curl into a rolling ball for extra protection. When you take the Dash action while you aren't wielding a shield, you gain a bonus to AC equal to half your proficiency bonus (rounded up) until the start of your next turn.

Natural Armor. Due to your carapace and the shape of your body, you are ill-suited to wearing armor. Your carapace provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Colicoid. The Colicoid language uses sounds produced by the antennae and jointed legs of the colicoids, including humming sounds and clicks, which makes it difficult for other species to speak.

"},"skinColorOptions":{"value":"Brown, green, or purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange, purple, red, or yellow"},"distinctions":{"value":"Carnivorous insectoids, four legs, defensive \"ball mode\""},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Colla IV"},"slanguage":{"value":"Colicoid"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Colicoid","mode":"=","targetSpecific":false,"id":1,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":4,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.attributes.ac.min","value":"17","mode":"=","targetSpecific":false,"id":6,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"colicoid","mode":"+","targetSpecific":false,"id":8,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Colicoid.webp","effects":[{"_id":"lNQzl0PRPGz1LnkR","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Colicoid","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":5},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.ac.value","value":"17+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"colicoid","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.cannibalize","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Colicoid.webp","label":"Colicoid","tint":"","transfer":true}]} -{"_id":"iWfbgl42D7ogk1Hc","name":"Cerean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cereans' enlarged skulls, extending above their foreheads, house complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helps them to ponder two sides of an issue at once. It also enables them to process information and solve problems rapidly and provides a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tend to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which works in harmony with nature. Though the quick-thinking Cereans have equally quick reflexes, they are commonly not as well coordinated as humans.

\n

Society and Culture

\n

Cereans developed a low-tech society on their homeworld and prefer to live in isolation from the wider galaxy. Preserving the natural beauty of Cerea, the planet is home to many Outsider Citadels where it is permissible to use offworld technology, though it could not be removed from the Citadel. Meditation is a core part of a Cerean's daily rituals, with many employing specially-forged kasha crystals as a focusing tool. By focusing one's thoughts while in contact with such crystals, distractions are eliminated, creating an exceptional meditation environment. Cerean Jedi sometimes incorporate these crystals into their lightsabers, providing great focus, even during intense physical combat.

\n

Names

\n

Cerean male first names are often hyphenated, while females are not. Surnames are familial.

\n

  Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz

\n

  Female Names. Dreash, Kilniavy, Melm, Rharoth

\n

  Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Cereans reach adulthood in their late teens and live less than a century.

Alignment. Cereans' altruistic nature causes them to tend toward the light side, though there are exceptions.

Size. Cereans typically stand between 6 and 7 feet tall and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Intuitive Initiative. You can choose to reroll Initiative checks, but you must use the new roll.

Closed Mind. Cereans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

Perceptive. You have proficiency in Perception.

Strong-Legged. 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.

Trance. Cereans don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Cerean.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Blond, brown, or white (usually with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Cone-like skull, binary brain"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cerea"},"slanguage":{"value":"Cerean"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cerean","mode":"=","targetSpecific":false,"id":1,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"cerean","mode":"+","targetSpecific":false,"id":8,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Cerean.webp","effects":[{"_id":"BhqpYkxEEUvVs0Z2","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Cerean","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cerean","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.trance","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Cerean.webp","label":"Cerean","tint":"","transfer":true}]} -{"_id":"jJbuBlZaAMdqDXcT","name":"Droid, Class II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class II droids are typically small, standing between two and four feet. Their form and color scheme vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their distinct, function-oriented form.

\n

Utility

\n

Class II droids are programmed for engineering and other technical sciences. They differ from class one 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

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Wisdom score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class II droids stand 2 to 4 feet tall and weigh about 70 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid. Armor Integration. You can not wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Integrated Engineering. You have proficiency in one specialist’s kit of your choice. The chosen kit is integrated into your chassis, and can not be removed while you are conscious.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Retractable Arms. You have two retractable arms: one grasper and one manipulator. The manipulator arm can only wield light shield generators and weapons with the light property.

\n

Skill Protocol. You have proficiency in two skills of your choice.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you can not speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Varies"},"droidDistinctions":{"value":"Retractible arms, integrated tools, diminutive size"},"heightAverage":{"value":"2'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Aratech Repulsor Company, Industrial Automaton"},"droidLanguage":{"value":"Binary"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20II.webp","effects":[{"_id":"1QGm5ILFRToMUhLq","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class II","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20II.webp","label":"Droid, Class II","tint":"","transfer":true}]} +{"_id":"iWfbgl42D7ogk1Hc","name":"Cerean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cereans' enlarged skulls, extending above their foreheads, house complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helps them to ponder two sides of an issue at once. It also enables them to process information and solve problems rapidly and provides a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tend to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which works in harmony with nature. Though the quick-thinking Cereans have equally quick reflexes, they are commonly not as well coordinated as humans.

\n

Society and Culture

\n

Cereans developed a low-tech society on their homeworld and prefer to live in isolation from the wider galaxy. Preserving the natural beauty of Cerea, the planet is home to many Outsider Citadels where it is permissible to use offworld technology, though it could not be removed from the Citadel. Meditation is a core part of a Cerean's daily rituals, with many employing specially-forged kasha crystals as a focusing tool. By focusing one's thoughts while in contact with such crystals, distractions are eliminated, creating an exceptional meditation environment. Cerean Jedi sometimes incorporate these crystals into their lightsabers, providing great focus, even during intense physical combat.

\n

Names

\n

Cerean male first names are often hyphenated, while females are not. Surnames are familial.

\n

  Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz

\n

  Female Names. Dreash, Kilniavy, Melm, Rharoth

\n

  Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

\n

Age. Cereans reach adulthood in their late teens and live less than a century.

\n

Alignment. Cereans' altruistic nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Cereans typically stand between 6 and 7 feet tall and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Intuitive Initiative. You can choose to reroll Initiative checks, but you must use the new roll.

\n

Closed Mind. Cereans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

\n

Perceptive. You have proficiency in Perception.

\n

Strong-Legged. 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.

\n

Trance. You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits.

\n

Languages. You can speak, read, and write Galactic Basic and Cerean.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Blond, brown, or white (usually with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Cone-like skull, binary brain"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cerea"},"slanguage":{"value":"Cerean"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cerean","mode":"=","targetSpecific":false,"id":1,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"cerean","mode":"+","targetSpecific":false,"id":8,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Cerean.webp","effects":[{"_id":"BhqpYkxEEUvVs0Z2","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Cerean","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cerean","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.trance","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Cerean.webp","label":"Cerean","tint":"","transfer":true}]} +{"_id":"jJbuBlZaAMdqDXcT","name":"Droid, Class II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class II droids are typically small, standing between two and four feet. Their form and color scheme vary based on tasks for which they are created, their affiliation, or quirks of their owner.

\n

They are noteworthy for their distinct, function-oriented form.

\n

Utility

\n

Class II droids are programmed for engineering and other technical sciences. They differ from class one 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

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity or Wisdom score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class II droids stand 2 to 4 feet tall and weigh about 70 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Type. Your creature type is droid. Armor Integration. You can not wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Integrated Engineering. You have proficiency in one specialist’s kit of your choice. The chosen kit is integrated into your chassis, and can not be removed while you are conscious.

\n

Maintenance Mode. Rather than sleep, you must spend 3 hours performing routine maintenance during a long rest to gain its benefits, during which you have disadvantage on Wisdom (Perception) checks. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Skill Protocol. You have proficiency in two skills of your choice.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Binary. You can understand spoken and written Galactic Basic and one language of your choice, but you can not speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Varies"},"droidDistinctions":{"value":"Retractible arms, integrated tools, diminutive size"},"heightAverage":{"value":"2'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Aratech Repulsor Company, Industrial Automaton"},"droidLanguage":{"value":"Binary"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20II.webp","effects":[{"_id":"1QGm5ILFRToMUhLq","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class II","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20II.webp","label":"Droid, Class II","tint":"","transfer":true}]} {"_id":"jXd4c3KwOrKoynQ7","name":"Muun","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Muuns are tall, gaunt humanoids with thin bodies, long limbs, and elongated hairless heads. They typically have pale pink or white skin, most likely derived from their propensity for staying indoors. Muuns have tiny ears on the middle of the sides of their heads, flat noses, and slim mouths which leads to a commonly nasally voice.

\n

Society and Culture

\n

Muuns believe in tradition, with an established culture based on intelligence and merit. A class-based hierarchy, Muuns consider the the intellectual pursuits—financiers, lawyers, engineers, diplomats, scientists—as the highest levels of society. Muun culture, and life, revolves around economics and finance. Intense competition among coworkers encourages economic growth, increased productivity, and superior work ethic. Muuns also have a fundamental respect for justice, though they typically adhere to the letter of the law rather than the spirit. Since Muuns tend to shy away from fighting and physical pursuits, Muun society relies on alternative means for their planet's protection, using vast financial resources to purchase massive floating defense platforms to defend their civilization from attack.

\n

Names

\n

Muun names are typically clear and concise, rarely containing more than two syllables, with familial surnames.

\n

  Male Names. Clu, Hego, Nix, Pors, San

\n

  Female Names. Dax, Efra, Gil, Rel, Ter

\n

  Surnames. Card, Damask, Hill, Lesser, Tonith

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Muuns reach adulthood in their late teens and live an average of a century.

Alignment. Muuns' lawful culture nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Muuns typically stand 6 and a half to 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Finance Savvy. Muun share a keen business sense and an ability to find value where others don't. Whenever you make a Charisma (Persuasion) check involving finances you are considered to have expertise in the Persuasion skill.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Three Hearts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Languages. You can speak, read, and write Galactic Basic and Muun. The Muuns' admiration of mathematics carries over into their language, which bares a striking resemblance to Binary.

"},"skinColorOptions":{"value":"Light pink or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or grey"},"distinctions":{"value":"Three hearts, long limbs, elongated heads"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Scipio"},"slanguage":{"value":"Muun"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Muun","mode":"=","targetSpecific":false,"id":1,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"muun","mode":"+","targetSpecific":false,"id":7,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Muun.webp","effects":[{"_id":"8gvuuKqgXs6QeD14","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Muun","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"muun","mode":0,"priority":0},{"key":"flags.sw5e.longlimbed","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.multipleHearts","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Muun.webp","label":"Muun","tint":"","transfer":true}]} {"_id":"l6kJ5abjFcZtwGSK","name":"Jawa","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Jawas are easily identifiable by their traditional brown hooded robes, though it is not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese. Underneath their robes, jawas appear to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes.

Society and Culture

Jawas are a communal, compulsive scavenger species who spend most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement. Most non-jawas regard the jawas as scavengers and thieves, a description that most jawas actually find pleasing.

The jawa's unofficial motto is not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. This is evidenced in their endless search for wares with which to trade with almost any being jawas encounter. They have an instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Names

Jawa names are quickly spoken, complex, and often misunderstood. Jawas who spend the majority of their time around other species respond well to nicknames. Male and female names do not significantly deviate. Surnames are clan based.

  Male Names. Bilvu, Mnak, Penk, Plin, Vih

  Female Names. Bahimos, Kola, Levu, Rhovi, Uvet

  Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

\n

Age. Jawas are considered adults when they make their first sale and live less than a century.

\n

Alignment. Jawas tendency to steal and swindle causes them to tend towards the dark side, though there are exceptions.

\n

Size. Jawas stand around 3 to 4 feet tall and weigh about 40 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Tech Dabbler. You know the ion blast at-will tech power. When you reach 3rd level, you can cast the repair droid tech power once per day. When you reach 5th level, you can also cast the hold droid tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Thieves. You have proficiency in Sleight of Hand.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical fire. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Jawaese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Jawaese blends quickly spoken, semi-meaningless syllables with scents to be understood.

"},"skinColorOptions":{"value":"Black"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Diminutive stature, mechanical aptitude, thieving nature"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Jawaese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Jawa","mode":"=","targetSpecific":false,"id":1,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Skills Sleight of Hand"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"jawaese","mode":"+","targetSpecific":false,"id":9,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Jawa.webp","effects":[{"_id":"7xmo1x6YCPktrmG7","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Jawa","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.slt.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"jawaese","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.tinker","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"tin","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Jawa.webp","label":"Jawa","tint":"","transfer":true}]} {"_id":"l7vcNSfhq68DRn5C","name":"Draethos","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Draethos possess large teeth, which grow outside of their mouths. Coupled with their lack of lips, this leads to the appearance of an overbite. Their scaly skin ranged in color from blue to purple to black. Their hands retain an interstitial web between the fingers. Their fingers end in narrow tips which resemble claws. They possess low-light vision, springing from their cave-dwelling ancestors.\r\n\r\nDraethos possess a limited telepathy, granting the ability to communicate with any sentient being. The ability is limited to communication; a Draethos can not invade the thoughts of others.

Society and Culture

Partly due to their long lives, Draethos society was slow to evolve and relies heavily on tradition. The Draethos' culture is warrior-based, and those living on the homeworld are expected to demonstrate their martial or hunting prowess. Life on Draethos is harsh, with arrogant aristocrats squabbling among one another for social standing and wealth. Warriors are perpetually in high demand as gladiators, mercenaries, hunters, and soldiers. Those who make a conscious decision to abandon the way of the warrior are exiled to seek a new life among aliens. Consequently, despite their reputation as fierce combatants, most Draethos encountered offworld are peaceful and intellectual.

Names

Due to their lack of lips, Draethos names typically lack hard consonants. Surnames are familial.

  Male Names. Odan, Gyeto, Hurl, Jan, Talon

  Female Names. Gillen, Teria, Kat'h, Yul, Aswe

  Surnames. Urr, Slyter, Qelu'tlapa, Ayahu, Jek","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Draethos reach adulthood around their late teens and live up to 800 years.

Alignment. Draethos tend toward no particular alignment. The best and worst are found among them.

Size. Draethos typically stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Way of the Warrior. You have proficiency with light and medium armor as well as vibroblades and vibroswords.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Draethos. Draethos is characterized by its flurry of cacophonous sighs and clicks.

"},"skinColorOptions":{"value":"Grey, pink, blue, purple, black"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, red"},"distinctions":{"value":"Four fingers, large teeth, telepathy, long life spans"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Draethos"},"slanguage":{"value":"Draethos"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Draethos","mode":"+","targetSpecific":false,"id":1,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblades","mode":"+","targetSpecific":false,"id":9,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroswords","mode":"+","targetSpecific":false,"id":10,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":11,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"draethos","mode":"+","targetSpecific":false,"id":13,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Draethos.webp","effects":[{"_id":"DaTT7sarcU9c5FXa","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Draethos","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroblades","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroswords","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"draethos","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Draethos.webp","label":"Draethos","tint":"","transfer":true}]} @@ -87,7 +88,7 @@ {"_id":"nOnEClvmqwwJT4co","name":"Lasat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A humanoid sentient species, Lasats are notable for their impressive height, strength, and agility, with their muscular digitigrade legs enabling them to run faster, jump higher and farther, and move more quietly than humans. Their large finger pads and prehensile toes assist them in climbing. In addition, their large eyes and ears afford them superior sight and hearing over humans. They had the strength to open a powered-down blast door. A height of two meters tall was considered below-average for a Lasat.

Society and Culture

Lasat society is held together by a long-standing oral tradition, featuring clever and stealthy heroes. Within the species, those with fighting skills are highly respected, often being members of the Lasan High Honor Guard, a group of highly trained, highly intelligent warriors sworn to protect their homeworld of Lira San. Bo-rifles are a long-standing tradition in Lasat culture, used exclusively by the Honor Guard of Lasan. The warrior way of the Lasat is the Boosahn Keeraw. When a Lasat is bested by a superior opponent in combat, they would give them their weapon.\n\nFacial hair is an important status symbol in Lasat culture. Those with green eyes and prominent purple stripes are considered to be attractive by others of their species. Juvenile Lasat are noted to climb tree branches.

Names

Lasat names tend to be melodic, with the occasionally harsh tone sprinkled in. Surnames are born by communities within Lasat culture rather than individual families.

  Male Names. Brob, Drim, Krus, Parred, Volares

  Female Names. Denazo, Gume, Hado, Zanisa

  Surnames. Dragarr, Ellias, Krod, Roleb, Vuzan","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Lasats reach adulthood in their late teens and live less than a century.

\n

Alignment. Lasat' honorable tendences cause them to tend toward lawful light side, though there are exceptions.

\n

Size. Lasats tower over other species, averaging 7 feet tall and weighing over 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Bo-rifle Training. You have proficiency with blaster rifles and vibrostaffs.

\n

Climbing. You have a climbing speed of 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

\n

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

\n

Languages. You can speak, read, and write Galactic Basic and Lasat, a language whose r's are difficult to replicate by most other species.

"},"skinColorOptions":{"value":"Grey or purple"},"hairColorOptions":{"value":"Purple or grey (with age)"},"eyeColorOptions":{"value":"Green"},"distinctions":{"value":"Impressive height, strength, and agility"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"160 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lira San"},"slanguage":{"value":"Lasat"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lasat","mode":"=","targetSpecific":false,"id":1,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifles","mode":"+","targetSpecific":false,"id":6,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrostaffs","mode":"+","targetSpecific":false,"id":7,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.attributes.movement.climb","value":"30","mode":"+","targetSpecific":false,"id":8,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lasat","mode":"+","targetSpecific":false,"id":11,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Lasat.webp","effects":[{"_id":"W5MLBoopu6UEzuac","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Lasat","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.traits.weaponProf.custom","value":"blaster rifles","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrostaffs","mode":0,"priority":0},{"key":"data.attributes.movement.climb","value":"30","mode":2,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lasat","mode":0,"priority":0},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lasat.webp","label":"Lasat","tint":"","transfer":true}]} {"_id":"nelivPaVAIcu6FaU","name":"Voss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Voss are humanoid sentients with a high rate of Force-sensitivity who display prominent sexual dimorphism. The male Voss have blue skin and bright orange eyes, while the females have red skin and azure eyes. The Voss do not have hair or distinct pupils, and posess unique patterns of markings on their face, neck, and body, a trace of their shared ancestry with Gormak. Their voices have a slight mechanical tinge to them, making them sound somewhat like a droid or machine. Voss undogo a physical, developmental change during their marriage ceremonies (known as the Rite of Ardor) and do not develop sexually prior to the performance of these rituals.

Society and Culture

The Voss species resides in the isolated mountain-top city of Voss-Ka and is vastly outnumbered on their homeworld by its other native sentient species, the Gormak, who are extremely hostile toward them and from whom they arose. Most Voss live peacefully in Voss-Ka, caring for their families, cultivating the wild plants and maintaining equipment for the Voss commandos in the war against the Gormak, although some Voss do live outside the capital city, such as the Voss Mystics who reside in the Shrine of Healing. The Voss are great lovers of art, and their architecture features a distinctive artistic style. The entire Voss society is guided by the Force visions of Voss Mystics, which are considered infallible without exception.

Names

All Voss have two short names, connected by a hyphen, with the family name being the second one.

  Male Names. Char, Edan, Fadith, Nodin, Orin

  Female Names. Amin, Magra, Tala, Weylin, Yana

  Surnames. -Ko, -La, -Po, -Rae, -Va","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Voss reach adulthood in their late teens and live less than a century. They do not reach sexual maturity until they undergo the Rite of Ardor.

\n

Alignment. As Voss culture encourages duty and emotional composure, individuals tend toward a lawful alignment, though there are exceptions.

\n

Size. Voss typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

\n

Inscrutable. Your calm demeaner and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

\n

Mystic Healing. You have proficiency in Medicine.

\n

Precognition. You can see brief visions of the future that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Voss Weapon Training. You have proficiency with the blaster rifle and techblade.

\n

Languages. You can speak, read, and write Galactic Basic and Voss. The Voss language is characterized by it's mystic-sounding word pairings.

"},"skinColorOptions":{"value":"Blue (male) or red (female)"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange (male) or blue (female)"},"distinctions":{"value":"Mechanical apperance, unique patterns and markings along face, neck, and body"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb"},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Voss"},"slanguage":{"value":"Voss"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Voss","mode":"=","targetSpecific":false,"id":1,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifle","mode":"+","targetSpecific":false,"id":8,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblade","mode":"+","targetSpecific":false,"id":9,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"voss","mode":"+","targetSpecific":false,"id":11,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Voss.webp","effects":[{"_id":"g7qkdxQGBYGcMDU9","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Voss","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"blaster rifle","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"techblade","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"voss","mode":0,"priority":0},{"key":"flags.sw5e.inscrutable","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.precognition","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Voss.webp","label":"Voss","tint":"","transfer":true}]} {"_id":"o1xM9PwltuScJrfQ","name":"Iktotchi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Iktotchi do not have hair, but rather they had a very resistant skin which protected them from the violent winds which crossed the satellite. Both males and females have down-curved cranial horns, which gave them an aggressive aspect. The males' horns are generally a little larger, a remnant from their mountain-dwelling, caprinaen ancestors. The horns are able to regenerate if damaged.

Society and Culture

The Iktotchi are a fiercely guarded and isolationist species - vaunted for their ability to hide their feelings and bury any semblance of emotion. Originating on the harsh, windy moon of Iktotch, which orbits the planet Iktotchon in the Expansion Region, the Iktotch are gifted with precognition, and are courted as often by Jedi as by pirates for their skills.\r\n\r\nIktotchi society is a stratified society. Upward mobility is both possible and encouraged. Iktotchi are an outwardly dispassionate people, which is evidenced by their culture. They have a robust legal system, and suffer little crime. Iktotchi are respectful of cultures other than their own and can easily integrate with others.\r\n\r\nIktotchi who distinguish themselves often earn a titular nickname, by which they are referred to in place of their name. Generally, this is done by accomplishing a remarkable feat that benefits the Iktotchi as whole.

Names

Iktotchi names are generally two syllables. Surnames are familial. Respected Iktotchi often adopt a nickname, which they use in place of their birth name.

  Male Names. Dilnam, Imruth, Kashkil, Yellam

  Female Names. Kemkal, Onyeth, Reshu, Zorlu

  Surnames. Hevil, Kaawi, Mimir, Nudaal, Zelend","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

\n

Age. Iktotchi reach adulthood in their late teens and live less than a century.

\n

Alignment. Iktotchi are lawful and tend toward the light side, though there are exceptions.

\n

Size. Iktotchi typically stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Precognition. You can see brief fragments of the future that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

\n

Horns. Your horns are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Pilot. You have proficiency in the Piloting skill.

\n

Languages. You can speak, read, and write Galactic Basic and Iktotchese.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns, precognition, telepathy, thick pink skin"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iktotch, moon of Iktotchon"},"slanguage":{"value":"Iktotchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"droidDistinctions":{"value":""},"droidLanguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Iktotchi","mode":"=","targetSpecific":false,"id":1,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"iktotchese","mode":"+","targetSpecific":false,"id":8,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Iktotchi.webp","effects":[{"_id":"MAjUMql3tivJTfVO","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Iktotchi","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"iktotchese","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"flags.sw5e.precognition","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Iktotchi.webp","label":"Iktotchi","tint":"","transfer":true}]} -{"_id":"oD3eVhP3ttm45s23","name":"Abyssin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The hulking abyssin have long limbs and a single large eye chat dominates their foreheads. Typically wellmuscled, the abyssin’s stooping gait results in a slightly hunched appearance.

\n

A distinctive trait of the abyssin is their ability to heal quickly; their fast regeneration is believed to have been an adaptation to prevent fluid loss via bleeding on their desert homeworld. All cells in the abyssin body are replaced every 80 hours, and organs which typically were paired in other species appear singularly.

\n

Society and Culture

\n

A primitive tribal society, the abyssin of Byss are known as violent and brutish, and their planet is avoided by most beings in the civilized galaxy. Unstable resources on Byss do not allow for mass population growth or for the stabilization of a central government, economy or trade system.

\n

Existing simply in nomadic tribes, abyssin groups can interact peacefully with one another, though only if both groups have plentiful water and food supplies. Otherwise, they began a 'Blooding', a brawl that ends only when one tribe's warriors are all killed, captured, or incapacitated. Warriors who survive a Blooding are usually allowed to join the winning tribe once they finish their regeneration. This tradition led to some violent incidents when spacers tried to make first contact and trade with Abyssin tribes with scarce water resources, especially since the abyssin assumed the alien traders could regenerate as quickly as they did.

\n

Names

\n

There does not appear to be any distinction between male and female names for abyssin. Abyssin don't use surnames.

\n

  Names. Anami, Easym, Myo, Qawohl, Seh-run, Sidie

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

\n

Age. Abyssin reach adulthood at age 30 and can live up to 300 years thanks to their regenerative abilities.

\n

Alignment. Abyssin's violent and anarchic upbringing cause them to tend toward the dark side, though there are exceptions.

\n

Size. Abyssin stand around 6 feet tall and weigh between 200 and 400 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Rapidly Regenerative. You heal quickly, both at will and in response to danger. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points. Additionally, when you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

\n

Rugged Survivalist. You are proficient in the Survival skill. Additionally, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tech-Impaired. While abyssin can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You cannot use tech powers or take levels in techcasting classes.

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit

\n

Languages. You can speak, read, and write Galactic Basic and Abyssin. Abyssin uses mainly growls and grunts that many species consider primitive. The written form of language uses only a small number of simple hieroglyphs.

"},"skinColorOptions":{"value":"Green, tan"},"hairColorOptions":{"value":"Black, turning white with age"},"eyeColorOptions":{"value":"Yellow, white"},"colorScheme":{"value":""},"distinctions":{"value":"Single eye, regenerative abilities"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Byss"},"slanguage":{"value":"Abyssin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Abyssin","mode":"=","targetSpecific":false,"id":1,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"+","targetSpecific":false,"id":5,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Abyssin","mode":"+","targetSpecific":false,"id":7,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Abyssin.webp","effects":[{"_id":"JhHAOQyteRjEJhyC","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":"None"}},"changes":[{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.details.species","value":"Abyssin","mode":5,"priority":50},{"key":"data.traits.size","value":"med","mode":5,"priority":50},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":50},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":40},{"key":"data.traits.languages.value","value":"abyssin","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"flags.sw5e.techImpaired","value":"1","mode":5,"priority":50},{"key":"flags.sw5e.savageAttacks","value":"1","mode":5,"priority":50},{"key":"flags.sw5e.rapidlyRegenerative","value":"1","mode":5,"priority":50}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Abyssin.webp","label":"Abyssin","tint":"","transfer":true}]} +{"_id":"oD3eVhP3ttm45s23","name":"Abyssin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The hulking abyssin have long limbs and a single large eye chat dominates their foreheads. Typically wellmuscled, the abyssin’s stooping gait results in a slightly hunched appearance.

\n

A distinctive trait of the abyssin is their ability to heal quickly; their fast regeneration is believed to have been an adaptation to prevent fluid loss via bleeding on their desert homeworld. All cells in the abyssin body are replaced every 80 hours, and organs which typically were paired in other species appear singularly.

\n

Society and Culture

\n

A primitive tribal society, the abyssin of Byss are known as violent and brutish, and their planet is avoided by most beings in the civilized galaxy. Unstable resources on Byss do not allow for mass population growth or for the stabilization of a central government, economy or trade system.

\n

Existing simply in nomadic tribes, abyssin groups can interact peacefully with one another, though only if both groups have plentiful water and food supplies. Otherwise, they began a 'Blooding', a brawl that ends only when one tribe's warriors are all killed, captured, or incapacitated. Warriors who survive a Blooding are usually allowed to join the winning tribe once they finish their regeneration. This tradition led to some violent incidents when spacers tried to make first contact and trade with Abyssin tribes with scarce water resources, especially since the abyssin assumed the alien traders could regenerate as quickly as they did.

\n

Names

\n

There does not appear to be any distinction between male and female names for abyssin. Abyssin don't use surnames.

\n

  Names. Anami, Easym, Myo, Qawohl, Seh-run, Sidie

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

\n

Age. Abyssin reach adulthood at age 30 and can live up to 300 years thanks to their regenerative abilities.

\n

Alignment. Abyssin's violent and anarchic upbringing cause them to tend toward the dark side, though there are exceptions.

\n

Size. Abyssin stand around 6 feet tall and weigh between 200 and 400 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Rapidly Regenerative. You heal quickly, both at will and in response to danger. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points. Additionally, when you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

\n

Rugged Survivalist. You are proficient in the Survival skill. Additionally, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tech-Impaired. While abyssin can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You cannot use tech powers or take levels in techcasting classes.

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit

\n

Languages. You can speak, read, and write Galactic Basic and Abyssin. Abyssin uses mainly growls and grunts that many species consider primitive. The written form of language uses only a small number of simple hieroglyphs.

"},"skinColorOptions":{"value":"Green, tan"},"hairColorOptions":{"value":"Black, turning white with age"},"eyeColorOptions":{"value":"Yellow, white"},"colorScheme":{"value":""},"distinctions":{"value":"Single eye, regenerative abilities"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Byss"},"slanguage":{"value":"Abyssin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Abyssin","mode":"=","targetSpecific":false,"id":1,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"+","targetSpecific":false,"id":5,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Abyssin","mode":"+","targetSpecific":false,"id":7,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Abyssin.webp","effects":[{"_id":"JhHAOQyteRjEJhyC","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":"None"}},"changes":[{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.details.species","value":"Abyssin","mode":5,"priority":50},{"key":"data.traits.size","value":"med","mode":5,"priority":50},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":50},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":40},{"key":"data.traits.languages.value","value":"abyssin","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"flags.sw5e.techImpaired","value":"1","mode":5,"priority":50},{"key":"flags.sw5e.savageAttacks","value":"1","mode":5,"priority":50},{"key":"flags.sw5e.rapidlyRegenerative","value":"1","mode":5,"priority":50}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Abyssin.webp","label":"Abyssin","tint":"","transfer":true}]} {"_id":"pFuS3auAyvXfSs5g","name":"Rattataki","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Rattataki are a near-human species characterized by their nimble movements, chalk-white skin and oft-bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involves extensive gladiatorial combat.

Society and Culture

While most other inhabitants of Rattatak came from the Unknown Regions, there are a significant number of off-worlder mercenaries who come to Rattatak from time to time, likely to view or participate in gladiatorial combat, only to be stranded there permanently. The remarkably harsh conditions on the planet nearly drove its population to extinction. For eons, the Rattataki constantly battled amongst themselves and their fellow inhabitants (represented primarily by Humans, Zabraks, Siniteens, Vollick, and Weequay) over the planet's limited resources. Despite being nearly completely isolated from the outside galaxy, the Rattataki displayed remarkable initiative and continually created new ways to kill each other.\r\n\r\nRattataki culture is bloody and unforgiving. Punishment for even the smallest crimes is unnecessarily harsh, which does little to quell that behavior. In fact, Rattataki who are known to commit crimes without being caught are celebrated.

Names

Rattataki names are harsh sounding and short. Surnames are familial, though many Rattataki abandon them in favor of self-aggrandizing titles.

  Male Names. Aidus, Charnagus, Karok, Veran

  Female Names. Amaran, Kassien, Silas, Sraja, Vol

  Surnames. Anjek, Danvik, Degger, Kolla, Venkorr","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity or Intelligence score increases by 1.

Age. Rattataki reach adulthood in their late teens and live less than a century.

Alignment. Rattataki are self-serving and violent which causes them to tend toward the dark side, though there are exceptions.

Size. Rattataki typically stand about 5 and a half feet tall and weigh 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Acrobatic. You have proficiency in Acrobatics.

Intimidating. You have proficiency in Intimidation.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Rattataki. Rattataki is known for have an inordinate amount of curses.

"},"skinColorOptions":{"value":"Chalk-white"},"hairColorOptions":{"value":"Brown, grey or white"},"eyeColorOptions":{"value":"Grey or white"},"distinctions":{"value":"Near-human features, white skin, usually with a bald head, often tattooed"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rattatak"},"slanguage":{"value":"Rattataki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rattataki","mode":"=","targetSpecific":false,"id":1,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"35","mode":"=","targetSpecific":false,"id":4,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rattataki","mode":"+","targetSpecific":false,"id":8,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Rattataki.webp","effects":[{"_id":"1peB1cOJ8IYxY5Cw","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Rattataki","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"35","mode":5,"priority":5},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rattataki","mode":0,"priority":0},{"key":"flags.sw5e.surpriseAttack","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.unarmedCombatant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rattataki.webp","label":"Rattataki","tint":"","transfer":true}]} {"_id":"pLg6iJVcHNQvb7eO","name":"Lannik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Lannik are short, bipedal humanoids with droopy, long ears. Males and females are equally tall, although the latter have a considerably less strong complexity. Their species is, however, much more vigorous and resistant than what its size could suggest. A Lannik's skin tends to be of colours similar to his or her eyes and hair. The species has evolved long pointy ears which allow them to hear better than human ears.

Society and Culture

The Lannik culture is apparently war loving, and Lanniks feel a great respect for warriors. At the same time, though, they follow a strict centuries-old code of honour. Lannik soldiers have the custom of tying all their hair in a single topknot over their head. Their species is one of fierce warriors, whose abilities have developed fighting against terrible predators and other Lanniks in a long history of wars. Although many regard the Lannik as hotheaded and temperamental, they are quite fearless and clear-headed even in combat, giving them the ability to think their way out of a dangerous situation.\n\nThe Lannik do not show their thoughts through their facial expressions, and seem always angry to other species. They are also very stubborn, and are not likely to change career once they chose it. Most males - and many females - serve in the planetary militia, celebrating the species' past as a warrior species. Some take on off-world mercenary work.

Names

Lannik names are generally short. Lanniks don't often give out their surnames.

  Male Names. Minch, Oteg, Vandar, Yaddle, Yoda

  Female Names. Giro, Lina, Penny, Vona, Zeya

  Surnames. Bek, Kaz, Mon, Var, Zin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.

\n

Age. Lanniks reach adulthood in their 50's and can live up to 900 years.

\n

Alignment. Despite the turbulence on their homeworld, Lanniks tend toward the light side, though there are exceptions.

\n

Size. Lanniks typically stand 3 to 4 feet tall and rarely weigh more than 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Closed Mind. Lanniks have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against Force powers.

\n

Force Sensitive. You know the guidance at-will Force power. When you reach 3rd level, you can cast the valor Force power once per day. When you reach 5th level, you can also cast the Force enlightenment Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can speak, read, and write Galactic Basic and Lannik. Due to their large ears, the Lannik language is spoken softly, and it is considered insulting to shout.

"},"skinColorOptions":{"value":"Blue, brown, green, orange, red, purple, yellow, or gray"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Downward-sloping, large ears"},"heightAverage":{"value":"3'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Lannik"},"slanguage":{"value":"Lannik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lannik","mode":"=","targetSpecific":false,"id":1,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lannik","mode":"+","targetSpecific":false,"id":8,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Lannik.webp","effects":[{"_id":"cc9M6XfSr4Cq2XkG","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Lannik","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lannik","mode":0,"priority":0},{"key":"flags.sw5e.closedMind","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lannik.webp","label":"Lannik","tint":"","transfer":true}]} {"_id":"puDN6XQdGpdUZSXC","name":"Pyke","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A sentient species, the pykes are humanoid, although slimmer and taller than most humans. They have two long, lanky legs, and two arms that end in three-fingered hands. Their heads are large and elongated, with a tapered skull and an undersized face, a feature which some other species find unsettling. Pykes had two narrow, almond-shaped eyes which could be magenta or blue in color.

Society and Culture

Pykes hail from Oba Diah, a terrestrial planet marked by obsidian cliffs. Visitors to Oba Diah view both the population and terrain as unwelcoming. The pyke homeworld serves as the headquarters of the Pyke Syndicate, a criminal dealership within the Spice Cartel that operates in the criminal underworld distributing spice, an illicit substance harvested by slaves in the spice mines of the planet Kessel. To deliver spice to their customers, such as crime families on Coruscant, the Pyke Syndicate relies on smugglers and freighter captains to complete the dangerous Kessel Run. The Pyke Syndicate almost completely controls the production of raw spice in the galaxy, while maintaining tentative alliances with other criminal organizations throughout the galaxy, such as the Black Sun and the Crimson Dawn.

Names

Pyke names are often influenced by naming conventions of other species, with their rarely-used surnames being familial.

  Male Names. Dor, Eife, Qalo, Thok, Zret

  Female Names. Gali, Taela, Shethni, Vent, Zeeren

  Surnames. Kemtol, Nek, Pyke, Safet, Welkor ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Pykes reach adulthood in their late teens and live less than a century.

Alignment. Due to their underhanded nature, Pykes tend toward the dark side, though there are exceptions.

Size. Pykes typically stand 6 to 6 and a half feet tall and generally weigh about 155 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Mercantile. You have proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Spicer. You are proficient in spicer's kit.

Languages. You can speak, read, and write Galactic Basic and Pyke. The Pyke language is characterized by its multisyllable grunts.

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