From a443d6573474d21792790f0878f039d07e448004 Mon Sep 17 00:00:00 2001 From: TJ Date: Tue, 13 Jul 2021 10:47:36 -0500 Subject: [PATCH 01/19] Fix for power cell Switch from ammo based consumption to charge based consumption. --- packs/packs/adventuringgear.db | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/packs/packs/adventuringgear.db b/packs/packs/adventuringgear.db index 1e4f8991..0b83bc5e 100644 --- a/packs/packs/adventuringgear.db +++ b/packs/packs/adventuringgear.db @@ -52,7 +52,6 @@ {"name":"Traz","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Musical%20Instrument/Traz.webp","_id":"UQu4duMtxYEXKAbo"} {"name":"Tent, two-person","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":5,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Tent.webp","_id":"UxL0trd3omeqzBk4"} {"name":"Homing Beacon","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

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

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

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

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

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

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

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

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

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

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":6,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Storage/Smugglerpack.webp","_id":"Zlj5z56A4oVQ5iEC"} @@ -111,4 +110,4 @@ {"name":"Headcomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

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

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

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

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

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

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

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":240,"max":240,"per":"charges","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"} +{"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":240,"max":240,"per":"charges","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"charges","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"} From 9d57516ec10c3e2b7d5fae268fb06734b7a9b1bd Mon Sep 17 00:00:00 2001 From: TJ Date: Wed, 14 Jul 2021 20:48:51 -0500 Subject: [PATCH 02/19] Update adventuringgear.db --- packs/packs/adventuringgear.db | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/packs/packs/adventuringgear.db b/packs/packs/adventuringgear.db index 0b83bc5e..8a36a25c 100644 --- a/packs/packs/adventuringgear.db +++ b/packs/packs/adventuringgear.db @@ -110,4 +110,4 @@ {"name":"Headcomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

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

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

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

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

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

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

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":240,"max":240,"per":"charges","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"charges","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"} +{"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":240,"max":240,"per":"charges","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"} From fb1a4f538a895675753b91eebfa7faddf6c941a6 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Fri, 16 Jul 2021 13:47:24 -0400 Subject: [PATCH 03/19] "My Dudes" Updates - 7/8 - 7/15/2021 + Adds 45 new multiclass feats and associated artwork to the Feats compendium. ^ Updates Artillerist Technique and associated artwork in the Archetypes compendium. --- .../Archetypes/Artillerist Technique.webp | Bin 10476 -> 10664 bytes packs/Icons/Feats/MC-Academic Calling.webp | Bin 0 -> 8710 bytes packs/Icons/Feats/MC-Academic Technique.webp | Bin 0 -> 7540 bytes packs/Icons/Feats/MC-Berserker Calling.webp | Bin 0 -> 7206 bytes .../Icons/Feats/MC-Berserker Discipline.webp | Bin 0 -> 7382 bytes packs/Icons/Feats/MC-Berserker Focus.webp | Bin 0 -> 6474 bytes packs/Icons/Feats/MC-Berserker Order.webp | Bin 0 -> 5848 bytes packs/Icons/Feats/MC-Berserker Practice.webp | Bin 0 -> 4952 bytes packs/Icons/Feats/MC-Berserker Pursuit.webp | Bin 0 -> 6414 bytes .../Icons/Feats/MC-Berserker Specialist.webp | Bin 0 -> 5762 bytes packs/Icons/Feats/MC-Berserker Technique.webp | Bin 0 -> 6060 bytes packs/Icons/Feats/MC-Berserker Tradition.webp | Bin 0 -> 7770 bytes packs/Icons/Feats/MC-Consular Calling.webp | Bin 0 -> 9800 bytes packs/Icons/Feats/MC-Consular Discipline.webp | Bin 0 -> 10092 bytes packs/Icons/Feats/MC-Consular Focus.webp | Bin 0 -> 9342 bytes packs/Icons/Feats/MC-Consular Order.webp | Bin 0 -> 8756 bytes packs/Icons/Feats/MC-Consular Practice.webp | Bin 0 -> 7834 bytes packs/Icons/Feats/MC-Consular Pursuit.webp | Bin 0 -> 9276 bytes packs/Icons/Feats/MC-Consular Specialist.webp | Bin 0 -> 8652 bytes packs/Icons/Feats/MC-Consular Technique.webp | Bin 0 -> 8776 bytes packs/Icons/Feats/MC-Engineering Calling.webp | Bin 0 -> 9676 bytes packs/Icons/Feats/MC-Engineering Focus.webp | Bin 0 -> 8868 bytes packs/Icons/Feats/MC-Engineering Order.webp | Bin 0 -> 8254 bytes .../Icons/Feats/MC-Engineering Practice.webp | Bin 0 -> 7424 bytes packs/Icons/Feats/MC-Engineering Pursuit.webp | Bin 0 -> 8938 bytes .../Feats/MC-Engineering Specialist.webp | Bin 0 -> 8200 bytes .../Icons/Feats/MC-Engineering Technique.webp | Bin 0 -> 8390 bytes packs/Icons/Feats/MC-Fighter Calling.webp | Bin 0 -> 7912 bytes packs/Icons/Feats/MC-Fighter Focus.webp | Bin 0 -> 7318 bytes packs/Icons/Feats/MC-Fighter Order.webp | Bin 0 -> 6722 bytes packs/Icons/Feats/MC-Fighter Practice.webp | Bin 0 -> 5636 bytes packs/Icons/Feats/MC-Fighter Pursuit.webp | Bin 0 -> 7316 bytes packs/Icons/Feats/MC-Fighter Technique.webp | Bin 0 -> 6730 bytes packs/Icons/Feats/MC-Guardian Calling.webp | Bin 0 -> 8450 bytes packs/Icons/Feats/MC-Guardian Order.webp | Bin 0 -> 7278 bytes packs/Icons/Feats/MC-Guardian Practice.webp | Bin 0 -> 6278 bytes packs/Icons/Feats/MC-Guardian Pursuit.webp | Bin 0 -> 7824 bytes packs/Icons/Feats/MC-Guardian Technique.webp | Bin 0 -> 7368 bytes packs/Icons/Feats/MC-Monastic Calling.webp | Bin 0 -> 8084 bytes packs/Icons/Feats/MC-Monastic Practice.webp | Bin 0 -> 5812 bytes packs/Icons/Feats/MC-Monastic Pursuit.webp | Bin 0 -> 7404 bytes packs/Icons/Feats/MC-Monastic Technique.webp | Bin 0 -> 6814 bytes packs/Icons/Feats/MC-Operative Calling.webp | Bin 0 -> 7042 bytes packs/Icons/Feats/MC-Operative Pursuit.webp | Bin 0 -> 6416 bytes packs/Icons/Feats/MC-Operative Technique.webp | Bin 0 -> 5858 bytes packs/Icons/Feats/MC-Scout Calling.webp | Bin 0 -> 8226 bytes packs/packs/archetypes.db | 2 +- packs/packs/feats.db | 46 +++++++++++++++++- 48 files changed, 46 insertions(+), 2 deletions(-) create mode 100644 packs/Icons/Feats/MC-Academic Calling.webp create mode 100644 packs/Icons/Feats/MC-Academic Technique.webp create mode 100644 packs/Icons/Feats/MC-Berserker Calling.webp create mode 100644 packs/Icons/Feats/MC-Berserker Discipline.webp create mode 100644 packs/Icons/Feats/MC-Berserker Focus.webp create mode 100644 packs/Icons/Feats/MC-Berserker Order.webp create mode 100644 packs/Icons/Feats/MC-Berserker Practice.webp create mode 100644 packs/Icons/Feats/MC-Berserker Pursuit.webp create mode 100644 packs/Icons/Feats/MC-Berserker Specialist.webp create mode 100644 packs/Icons/Feats/MC-Berserker Technique.webp create mode 100644 packs/Icons/Feats/MC-Berserker Tradition.webp create mode 100644 packs/Icons/Feats/MC-Consular Calling.webp create mode 100644 packs/Icons/Feats/MC-Consular Discipline.webp create mode 100644 packs/Icons/Feats/MC-Consular Focus.webp create mode 100644 packs/Icons/Feats/MC-Consular Order.webp create mode 100644 packs/Icons/Feats/MC-Consular Practice.webp create mode 100644 packs/Icons/Feats/MC-Consular Pursuit.webp create mode 100644 packs/Icons/Feats/MC-Consular Specialist.webp create mode 100644 packs/Icons/Feats/MC-Consular Technique.webp create mode 100644 packs/Icons/Feats/MC-Engineering Calling.webp create mode 100644 packs/Icons/Feats/MC-Engineering Focus.webp create mode 100644 packs/Icons/Feats/MC-Engineering Order.webp create mode 100644 packs/Icons/Feats/MC-Engineering Practice.webp create mode 100644 packs/Icons/Feats/MC-Engineering Pursuit.webp 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Doctor Pursuit

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Doctors study the medical, anatomical, and biological sciences. Those scholars who choose the Doctor Pursuit use their knowledge to mend their allies on the field and deal crippling blows with surgical precision.

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Medical Practitioner

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

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Remote Healer

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Also at 3rd level, you have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver's range becomes 30 feet.

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Additional Maneuvers

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

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Adrenaline Hit

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

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Emergency Prescription

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

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Enhancement Injection

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

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Neuroblock

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

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Reassure

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

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Remove Toxins

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

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Smelling Salts

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

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Transfusion

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

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

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Weak Point Strike

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

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Field Surgeon

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Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional die d6 and add it to the roll. This die increases when you reach certain levels in this class: 1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th level.

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

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Resuscitate

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Starting at 9th level, through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points.

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Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you've used this feature, you must complete a short or long rest before you can use it again.

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Panacea

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Once you've reached 17th level, you've developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 cr to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As a bonus action, a creature can use the panacea. Alternatively, as an action, they can administer it to another creature within 5 feet.

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The target has its exhaustion level reduced by one and regains all of its hit points. If the target is diseased, poisoned, paralyzed, or stunned, the condition ends.

\n

Once you create a panacea, you can't create another until you finish a long rest.

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Discoveries (Doctor)

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

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Advanced Remote Healer

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Prerequisite: 12th level 
The range of your Remote Healer feature increases to 60 feet.

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Experimental Treatments

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Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table to the right. The condition or effect lasts until the creature completes a long rest, or you use this feature again.

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

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From the Brink

\n

Prerequisite: 7th level 
If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.

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Health Advisor

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Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to one-fourth your scholar level (rounded down) + your Intelligence modifier (minimum of one) which last until the start of their next turn.

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Patient Protector

\n

Prerequisite: 5th level 
When you attack creatures that are within 5 feet of an ally that is the target of your Critical Analysis feature, attack rolls and damage rolls made on them with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.

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Surgical Precision

\n

Prerequisite: 5th Level 
When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.

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Tend the Wounded

\n

If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d6 extra hit points.

\n

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

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    Side Effects

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Side Effects
1The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1.
2The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze.
3The creature's legs become swollen. Their move speed becomes at most half their normal movement speed.
4The creature becomes one size larger or smaller.
5The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC.
6The creature's body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
7The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell.
8The creature's eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead.
9The creature gains +4 to perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage.
10The treatment slows down their brain function, reducing their Intelligence by 4.
11The creature's skin turns dark purple. If they are already purple, they turn bright pink instead.
12The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage.
13The creature's skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft.
14The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare.
15The creature's body temperature fluctuates to extremes. They gain resistance to cold and fire damage.
16The creature becomes ravenous. Every hour they haven't eaten a meal they gain a level of exhaustion.
17The creature believes they are the chosen one.
18The creature has a difficult time resting. The amount they heal from Hit Dice is now halved.
19The creature's movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage.
20The creature gains 10d10 hit points, and they feel happy and carefree.
\n
"},"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/Doctor%20Pursuit.webp","effects":[]} {"_id":"PoyYtrej7B5BZRRG","name":"Jal Shey Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Jal Shey Order

\n

Monks of the Jal Shey order, driven by the pursuit of knowledge, maintain one of the most well-respected and heavily guarded repositories of history and knowledge across the galaxy: the Archives of the Jal Shey. Here, young folk of all species seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Jal Shey monk is to give one’s self to the quest for unveiling the deepest mysteries of the galaxy, to bring light to the secrets of the dark, and guard the most powerful and dangerous of truths.

\n

Mystical Erudition

\n

Beginning when you choose this order at 3rd level, you’ve undergone extensive training in lore from the Jal Shey’s collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology. You learn an additional language and an additional skill proficiency from the above list at 11th level.

\n

Additionally, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with an unarmed strike, you can learn learn certain information about its capabilities. The GM tells you if the creature has one of the following characteristics of your choice:

\n
    \n
  • Condition immunities
  • \n
  • Damage vulnerabilities
  • \n
  • Damage resistances
  • \n
  • Damage immunities
  • \n
\n

Extort Truth

\n

At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. When you hit a creature with a melee weapon attack, you can have the attack deal no damage and spend 1 focus point to force them to make a Charisma saving throw against your focus save DC. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration.

\n

On a success or failure, a creature is aware that you attempted to influence them. They can choose to avoid answering questions to which they would normally respond with a lie.

\n

Preternatural Counter

\n

Also at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

\n

Mercurial Mind

\n

Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already used your reaction, you can spend 1 focus point to take an additional reaction. You can only take one reaction per turn.

\n

Debilitating Barrage

\n

At 17th level, you've gained the knowledge to temporarily inhibit a creature's fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 focus points to cause the creature to become vulnerable to a damage type of your choice. This effect lasts for 1 minute or until they take damage of the chosen type.

"},"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/Jal%20Shey%20Order.webp","effects":[]} {"_id":"QRwypM2cIYxW0NVN","name":"Juggernaut Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Juggernaut Approach

\n

Certain berserkers find that the strongest offense is a good defense. Berserkers of the Juggernaut Approach wear the heaviest of armor not because they fear injury, but to strike fear in their hapless attackers.

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Armored Brute

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When you choose this approach at 3rd level, you’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.

\n

When you reach 5th level, you can gain the benefits of your Fast Movement feature while wearing heavy armor.

\n

Unstoppable Force

\n

Also at 3rd level, your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.

\n

Raging Bulwark

\n

At 6th level, your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

\n

Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

\n

Overwhelming Cleave

\n

Starting at 10th level, when you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

Relentless Assault

\n

At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

\n

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

"},"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/Juggernaut%20Approach.webp","effects":[]} +{"_id":"RXtfOnqqi9U7e1PU","name":"Artillerist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Artillerist Technique

\n

Some scouts choose to navigate around defenses, while others choose to go through them. Followers of the Artillerist Technique learn to exert greater control of their tech powers, causing delayed—and often empowered—effects.

\n

Modular Munitions

\n

Artillerist Technique: 3rd level

\n

When you cast a tech power, rather than having it take effect instantly, you can choose to delay the effect to occur on initiative count 20 (losing all initiative ties). When you do so, any creature that leaves the affected area of your tech power is unaffected when the tech power occurs. If the power would only target one creature, and that creature moves from the space it was in when you cast the power, the tech power automatically misses if it would call for an attack roll, as if you had rolled a 1 on the attack, and the creature automatically succeeds on the saving throw against the power if it calls for a saving throw, as if it had rolled a 20 on the save.

\n

Additionally, when you cast a tech power and choose to delay it in this way, and that tech power would deal damage, you can apply one of the following additional empowerment effects:

\n
    \n
  • Flashbang: Each creature damaged by this power must succeed on a Constitution saving throw or be blinded and deafened until the start of your next turn.
  • \n
  • Mire: Each creature damaged by this power must succeed on a Dexterity saving throw or gain one slowed level until the start of your next turn.
  • \n
  • Psyche: Each creature damaged by this power must succeed on a Wisdom saving throw or become frightened until the start of your next turn.
  • \n
\n

If an empowerment effect calls for a saving throw, the DC equals your tech save DC.

\n

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

\n

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

\n

Mark of the Artillerist

\n

Artillerist Technique: 3rd and 11th level

\n

You can now use your Ranger's Quarry feature on a 10-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Ranger’s Quarry feature, and when a creature is hit by a tech attack or fails a saving throw against a tech power you cast that deals damage, you can apply your Ranger's Quarry damage to that creature.

\n

At 11th level, you can now use your Ranger's Quarry feature on a 15-foot cube area, instead of a 10-foot cube.

\n

Sundered Defenses

\n

Artillerist Technique: 7th level

\n

Your precise bombardments make even the most hardened defenses crumble. When you cast a power that calls for a tech attack or a Dexterity saving throw, it reduces partial cover by one step (from three-quarters to half or half to one-quarter) against creatures affected by it If an affected creature has one-quarter cover, your power ignores it entirely.

\n

Target Masking

\n

Artillerist Technique: 11th level

\n

You are familiar with various turrets and defensive emplacements, and their operation.

\n

As a bonus action, you can activate a masking effect to confuse the targeting of constructs for 1 minute. Any construct who targets you with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw against your tech save DC. On a failed save, the construct must choose a new target or lose the attack or power. This power doesn't protect you from area effects.

\n

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

\n

Master of Ordnance

\n

Artillerist Technique: 15th level

\n

You can now expend two uses of your Modular Munitions feature when you cast a tech power to apply two empowerment effects, instead of only one. Additionally, you gain three additional empowerment effects:

\n
    \n
  • Confusion: Each creature damaged by this power must make a Charisma saving throw. On a failure, on its next turn, a creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • \n
  • Knockout: Each creature damaged by this power must succeed on a Strength saving throw or be knocked prone.
  • \n
  • Static: Each creature damaged by this power must succeed on an Intelligence saving throw or become shocked until the start of your next turn.
  • \n
\n

Additionally, when you would spend 1 tech point to apply an effect, it no longer reduces your maximum tech points.

"},"source":"EC","className":"Scout","classCasterType":""},"flags":{"core":{"sourceId":"Item.n9x6zVoEpsh63YRG"}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique.webp","effects":[]} {"_id":"RulD3rQZqDk5H0Pl","name":"Scrapper Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Scrapper Practice

\n

Those operatives who choose the Scrapper Practice don't have the time or patience for the fair fight. They utilize close-quarters blaster combat blended with underhanded tactics to surprise and disable their foes.

\n

Back Blast

\n

When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn't have advantage on the save.

\n

When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

\n

Upper Hand

\n

Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

\n

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

\n

Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Brutal Hit

\n

You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

\n

Low Blow

\n

You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

\n

Shank Shot

\n

You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Sleight of Foot

\n

Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

\n

Hostile Negotiations

\n

Starting at 13th level, when you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Dexterity modifier (rounded down) if it doesn't already include that modifier.

\n

Double Tap

\n

At 17th level, you can deal Sneak Attack damage twice per turn, but you can't deal more than your total Sneak Attack dice to a single target per turn.

"},"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/Scrapper%20Practice.webp","effects":[]} {"_id":"SKluJRGJzsX03qlx","name":"Tactical Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Tactical Specialist

\n

Those fighters who choose to become Tactical Specialists employ martial techniques passed down through generations. To a Tactical Specialist, combat is an academic field, sometimes including subjects beyond battle such as armstech or armormech. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Tactical Specialty, but those who do are well-rounded fighters of great skill and knowledge.

\n

Improved Combat Superiority

\n

When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

\n

Additional Maneuvers

\n

You learn two additional maneuvers of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.

\n

Additional Superiority Dice

\n

You have two additional superiority dice, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.

\n

Additionally, your superiority dice become d6s. This die changes as you gain fighter levels, as shown in the Combat Superiority column of the Tactical Specialist Combat Superiority table.

\n

Student of War

\n

Also at 3rd level, you gain proficiency with one type of artisan's tools of your choice.

\n

Know Your Enemy

\n

Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Constitution score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Fighter class levels (if any)
  • \n
\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Tactical Specialist Combat Superiority
LevelSuperiority DiceManeuvers Known  
3rd44  
4th44  
5th44  
6th44  
7th66  
8th66  
9th66  
10th66  
11th88  
12th88  
13th88  
14th88  
15th1010  
16th1010  
17th1010  
18th1010  
19th1010  
20th1010  
\n
\n
\n

Signature Maneuver

\n

At 10th level, you choose a maneuver as your signature maneuver. Whenever you use that maneuver, you can roll a d4 and use it instead of expending a Superiority Dice. You may only use this feature once per turn.

\n

Relentless

\n

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

\n

Greater Signature Maneuver

\n

At 18th level, you can choose a second signature maneuver. Additionally, when you use your signature maneuver, you can roll a d6 instead of a d4.

"},"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/Tactical%20Specialist.webp","effects":[]} {"_id":"SsvsNMkJX1wW2rs6","name":"Gadgeteer Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Gadgeteer Engineering

\n

Those engineers who choose the Gadgeteer 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 gadgeteer's implements. Additionally, when you engage in crafting with gadgeteer's implements, the rate at which you craft doubles.

\n

Gadgeteer Harness

\n

Also at 3rd level, you learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can expend 500 cr worth of materials to create your modified gadgeteer harness. You must have gadgeteer's implements and materials in order to perform this modification.

\n

Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, 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

Projected Barrier

\n

Lastly at 3rd level, as a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.

\n

Environmental Barrier

\n

You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.

\n

Physical Barrier

\n

You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.

\n

Versatile Direction

\n

Beginning at 6th level, you can take a second bonus action on each of your turns.

\n

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

\n

Reinforced Barriers

\n

At 14th level, when you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power's level, or 1 hit point for an at-will power. This can't increase a barrier's hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.

\n

Adaptive Barrier

\n

Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier's chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

\n

Gadgeteer Contraptions

\n

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

\n

Advanced Grounding System

\n

Prerequisite: 13th level

\n

Prerequisite: Prototype Grounding System

\n

While wearing your gadgeteer harness you have immunity to lightning damage.

\n

Auto-Injection Regenerator

\n

Prerequisite: 5th level

\n

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

\n

Autothrusters

\n

Prerequisite: Jet Pack

\n

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

\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

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

Extended Tank

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

Your jet pack now lasts up to 10 minutes when activated.

\n

Flame Vents

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

You learn the @Compendium[sw5e.techpowers.6aZ0FG6HwrUO28WF]{Flame Sweep} tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

\n

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

\n

Grounding System

\n

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

\n

Integrated Inhibitor

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Integrated Targeter

\n

Prerequisite: 5th level

\n

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

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

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

\n

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

\n

Jet Pack

\n

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

\n

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

\n

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

Mimicker

\n

Prerequisite: 9th level

\n

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

\n

Miniaturized Hydraulics

\n

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

\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

Powered Grappling Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

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

Prototype Grounding System

\n

Prerequisite: 9th level

\n

Prerequisite: Grounding System

\n

While wearing your gadgeteer harness you have resistance to lightning damage.

\n

Prototype Thruster

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

While your jet pack is activated, your flying speed is now 45 feet.

\n

Quick Start Engine

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

You can now activate your Jet Pack as an object interaction rather than as a bonus action.

\n

Recycled Adrenals

\n

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

\n

Recycled Explosives

\n

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

\n

Recycled Stimpacs

\n

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

\n

Sentry Turret

\n

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

\n

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

\n

Shocking Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

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

\n

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

\n

Stealth Field Generator

\n

Prerequisite: 9th level

\n

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

\n

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

\n

Shocking Barrier

\n

Prerequisite: 5th level

\n

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

\n

Truesight Goggles

\n

Prerequisite: 11th level

\n

Prerequisite: Darkvision Goggles

\n

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

Weapon Integration

\n

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

\n

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":"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/Gadgeteer%20Engineering.webp","effects":[]} @@ -100,7 +101,6 @@ {"_id":"r7BKY5yWig2vhW5i","name":"Way of Telekinetics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Telekinetics

\n

The consular knows how to manipulate the essence of the surrounding elements with the power of the Force. Those consulars who follow the Way of Telekinetics create torrential gusts of telekinetic energy, forming a potent combination that can pummel even the toughest adversaries into submission.

\n

Staggering Stratagem

\n

When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

\n

Mighty Blast

\n

At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

\n

This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

\n

Size Matters Not

\n

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

\n

Repulsing Wave

\n

At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n

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

\n

My Ally is the Force

\n

Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

"},"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%20Telekinetics.webp","effects":[]} {"_id":"rW7zqxiNXePBLnui","name":"Form II: Makashi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form II: Makashi

\n

Form II, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.

\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.GBccAWbpxgNPTz0D]{Makashi Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Ysalamiri

\n

Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

\n

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

\n

Channel the Force

\n

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

\n

Makashi Riposte

\n

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

\n

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

\n

Shatterpoint

\n

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weak-nesses, and learn certain informat-ion about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Wisdom score
  • \n
  • Charisma score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Total Forcecaster levels (if any)
  • \n
\n

Glancing Blow

\n

Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Master of Contention

\n

At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
  • \n
  • All melee attacks have disadvantage against you.
  • \n
  • Your melee weapon attacks inflict an additional damage die.
  • \n
\n

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

"},"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/Makashi%20Form.webp","effects":[]} {"_id":"rhte8G7Duf9dtKLV","name":"Explorer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Explorer Pursuit

\n

The explorer strives to navigate past the known to discover new planets, forgotten ruins, or forbidden locations. Those scholars who choose the Explorer Pursuit spend their time studying maps, landmarks, architecture blue prints, or even history books, using them to effectively lead the way for their companions.

\n

Focused Navigator

\n

Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

\n

Surveyed Area

\n

At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

\n

Additional Maneuvers

\n

When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Effective Flanking

\n

Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

\n

On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

\n

Encouraging Pace

\n

You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

\n

No Escape

\n

Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature's movement speed becomes 0 until the start of its next turn.

\n

Precise Movements

\n

When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature's speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

\n

Snare Traps

\n

You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

\n

On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

\n

Superior Counterattack

\n

Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

\n

Wrestle and Drag

\n

When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

\n

Field Advantage

\n

At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

\n

Unstoppable Adventurer

\n

At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

\n

Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

\n

Survey Master

\n

Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

\n

Discoveries (Explorer)

\n

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

\n

Cover Adept

\n

Prerequisite: 12th level

\n

You treat half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

\n

Dungeon Explorer

\n

You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

\n

In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

\n

Galactic Explorer

\n

Prerequisite: 9th level

\n

When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

\n

Grappling Hunter

\n

Prerequisite: 5th level

\n

Attack rolls that you make against creatures that you are grappling have advantage.

\n

High Ground

\n

Prerequisite: 5th level

\n

Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

\n

No Stone Left Unturned

\n

When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

\n

Versatile Explorer

\n

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

"},"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/Explorer%20Pursuit.webp","effects":[]} -{"_id":"sgoAH5OjfxsXf2fp","name":"Artillerist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Artillerist Technique

\n

While some scouts choose to foray alone, others like to have support. Follower of the Artillerist Technique master control of militant constructs, laying waste to the battlefield with their expertise

\n

Bonus Proficiencies

\n

You gain proficiency in artillerist's kits.

\n

Turret Companion

\n

When you choose this technique at 3rd level, you learn to apply your knowledge of artillery to construct your own portable turret.

\n

You start with a Small turret, which is detailed at the end of this technique. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finish your turret.

\n

If your turret is irreparably destroyed, you can spend an additional 500 cr worth of material and 8 hours to create a new turret. You may only have one turret companion at a time.

\n

Your turret has the following benefits:

\n
    \n
  • Your turret has a remote control, which you can use to direct it on your turn while within 120 feet of it. Your turret takes no actions unless you tell it to or an upgrade says otherwise.
  • \n
  • Your turret's level equals your scout level, and for each scout level you gain after 3rd, your turret companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your turret has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your turret's abilities also improve. Your turret can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your turret can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your turret is a valid target of the tracker droid interface tech power.
  • \n
  • When you would make a weapon attack, you can let your turret attack instead.
  • \n
\n

Your turret has two modes: deployed and undeployed. Your turret can take no actions while undeployed. You can deploy or undeploy your turret at any time on your turn (no action required), but the effect doesn't occur until the start of your next turn.

\n

Mark of the Artillerist

\n

Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger's Quarry, you can roll your Ranger's Quarry die and add it to the damage roll.

\n

Battlefront

\n

Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.

\n

At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

\n

Crisis Management

\n

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

\n

Double Up

\n

At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

\n

Generating Your Turret

\n

Your turret is a portable companion that you can upgrade over time.

\n

Your turret uses your Intelligence, Wisdom, and Charisma scores. You assign your turret's Strength, Dexterity, and Constitution scores using a limited standard array (16, 14, 12) as you see fit.

\n

Turret Features

\n

All turrets share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d6 per turret companion level
  • \n
  • Hit Points at 1st Level: 6 + your turret's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your turret's Constitution modifier per turret level after 1st
  • \n
\n

Resistances and Vulnerabilities

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

Features

\n
    \n
  • Armor Class: Your turret uses its Intelligence score for its Armor Class.
  • \n
  • Integrated Weaponry: Your turret has an integrated vibroweapon and blaster with which it can make weapon attacks. Neither weapon can be removed while your turret is not disabled. Your turret's vibroweapon deals 1d8 kinetic damage on a hit. Your turret's blaster has the ammunition (range 100/400) and reload 20 properties, and it deals 1d6 kinetic or energy damage on it a hit, depending on its loaded ammunition. It can use both slug cartridges and power cells for ammunition. Your turret can't reload itself. You can choose which weapon your turret uses each time it attacks (no action required).
  • \n
  • Turret Upgrades: Your turret companion has four turret upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Small
  • \n
  • Speed: Your turret has two modes: undeployed and deployed. While undeployed, your turret's speed equals your own and it can take no actions. While deployed, your turret has a speed of 25 feet and can take actions.
  • \n
  • Type: Construct
  • \n
\n

Turret Upgrades

\n

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

\n

Augmenting Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, when damage is dealt by a tech power originating from inside the barrier against a target outside the barrier, that tech power gains a bonus to damage equal to half your Intelligence modifier (rounded up).

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Autoreload

\n

You can preload your turret's blaster with additional ammunition. You can preload two additional power cells, or you can replace each power cell with 20 slug cartridges. Once on each of your turns, you can reload your turret without using an action. Once you've expended the preloaded ammunition, you can't reload your turret's blaster in this way again until you reload it with an action.

\n

Climbing Turret

\n

Your turret gains a climbing speed equal to its deployed walking speed.

\n

Cloaking Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, this barrier creates an area that is lightly obscured. Wisdom (Perception) checks that originate outside the barrier take a -10 penalty when attempting to detect anything inside the barrier.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Deployment Accelerator

\n

Your turret now deploys and undeploys instantly, but you can only do so once on each of your turns.

\n

Disguised Turret

\n

Your turret can collapse into an innocuous looking container while undeployed. You have advantage on Charisma (Deception) checks to hide the nature of your turret while it is undeployed.

\n

Hovering Turret

\n

Your turret can hover 5 feet over the ground while deployed. It ignores difficult terrain while hovering in this way.

\n

Integrated Grenade Launcher

\n

You integrate a grenade launcher into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Integrated Projector

\n

You integrate a vapor projector into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Integrated Rocket Launcher

\n

You integrate a rocket launcher into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Longbow

\n

Your turret's blaster's range increases by 50/200. Additionally, when you cast a tech power with a range of 5 feet or greater, and your turret is the target of your tracker droid interface tech power, you can cast it as if you were in your turret's space, and the range increases to 150 feet.

\n

Phalanx Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, ranged weapon attacks originating from outside the barrier that pass through it have disadvantage. Ranged weapon attacks originating from inside the barrier are unaffected.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Ram Attachment

\n

You integrate a battering ram into your turret. When your turret makes a Strength check to break down physical doors, it gains a bonus to the check, depending on its size. A Small turret gains a +1 bonus, a Medium turret gains a +2 bonus, and a Large turret gains a +5 bonus. You can help your turret, giving it advantage on the check.

\n

Recurring Action

\n

Prerequisite: 9th level

\n

Your turret gains the ability to repeat attacks without direction. At the start of each of your turns, if your turret made an attack since the start of your previous turn, you can have it repeat its most recent attack (no action required). This attack targets the same space as the most recent attack made by your turret, regardless of whether or not a creature occupies that space.

\n

Rejuvenating Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, friendly creatures that enter this barrier for the first time or start their turn there regain hit points equal to your Intelligence modifier, and gain temporary hit points equal to your Intelligence modifier. This feature can restore a creature to no more than half of its hit point maximum.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Sentry

\n

You add an overwatch suite to your turret companion. When you cast the alarm tech power, you can choose to have your turret notified when the alarm is triggered. If you do so, when the alarm is triggered, your turret immediately makes a number of weapon attacks against the triggering creature up to your turret's proficiency bonus. If multiple creatures trigger the alarm simultaneously, your turret targets each creature randomly.

\n

Size: Large

\n

Prerequisite: Size: Medium

\n

Your turret's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its vibroweapon and blaster damages increase to 1d12 and 1d10, respectively, and its deployed walking speed decreases to 15 feet.

\n

Size: Medium

\n

Your turret's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its vibroweapon and blaster damages increase to 1d10 and 1d8, respectively, and its deployed walking speed decreases to 20 feet.

\n

Suppressing Fire

\n

Prerequisite: 11th level

\n

When a creature within 30 feet of you moves at least 5 feet, you can use your reaction to have your turret make a ranged weapon attack with its blaster against the creature. If the attack hits, the creature's speed is reduce by half until the start of your next turn.

\n

Turret Coverage

\n

As an action, you can have your turret anchor itself to the ground or recover itself. While anchored, its speed is reduce to 0, it has resistance to energy and kinetic damage, and it provides cover to creatures within 5 feet of it, depending on its size. A Small turret provides one-quarter cover, a Medium turret provides half cover, and a Large turret provides three-quarters cover. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by your turret's cover, your turret instead takes the damage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"artillerist's kit","mode":"+","targetSpecific":false,"id":1,"itemId":"sgoAH5OjfxsXf2fp","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique.webp","effects":[]} {"_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
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • You ignore effects that would reduce your speed.
  • \n
  • Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
  • \n
\n

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

"},"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":[]} diff --git a/packs/packs/feats.db b/packs/packs/feats.db index 7627b35d..5ead7d22 100644 --- a/packs/packs/feats.db +++ b/packs/packs/feats.db @@ -1,41 +1,65 @@ +{"_id":"07AXhaucBRvRQyFf","name":"Fighter Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in fighter and at least 3 levels in scout

\n

You've learned to blend the prowess of your fighter specialty with the knack of your scout technique. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scout levels to your fighter levels when determining the number of hit points you regain from your Second Wind feature.
  • \n
  • You can add your fighter levels to your scout levels when determining the size of your Ranger's Quarry die and the duration of your Ranger's Quarry feature.
  • \n
","chat":"","unidentified":""},"requirements":"Fighter 3, Scout 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.1TC1nWvs2VR16bm0"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Fighter%20Technique.webp","effects":[]} {"_id":"10KjUfHaOKAiOw6T","name":"Survivalist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master wilderness lore, gaining the following benefits:

\n
    \n
  • Increase your Wisdom score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Survival skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You learn the alarm tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.
  • \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":5025000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"10KjUfHaOKAiOw6T","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"10KjUfHaOKAiOw6T","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Survivalist.webp","effects":[{"_id":"7jAtDWIhdreAiR2Q","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.skills.sur.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/Survivalist.webp","label":"Survivalist","tint":"","transfer":true}]} +{"_id":"148eHo06z3ddp7fy","name":"Guardian Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in guardian and at least 3 levels in scout

\n

You've learned to blend the expertise of your guardian focus with the knack of your scout technique. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scout levels to your guardian levels when determining the your amount of Focused Strikes dice.
  • \n
  • You can add your guardian levels to your scout levels when determining the size of your Ranger's Quarry die and the duration of your Ranger's Quarry feature.
  • \n
","chat":"","unidentified":""},"requirements":"Guardian 3, Scout 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.rKTwYSGpvHGLPHzt"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Guardian%20Technique.webp","effects":[]} {"_id":"1DSm47d3mNU1rgya","name":"Empathic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You possess keen insight into how other people think and feel. You gain the following benefits:

\n
    \n
  • Increase your Wisdom score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Insight skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
  • \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":3800000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"1DSm47d3mNU1rgya","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Empathic.webp","effects":[{"_id":"m7wHmXbaSkAOeoIr","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.skills.ins.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/Empathic.webp","label":"Empathic","tint":"","transfer":true}]} {"_id":"1ZAghZJQflkZUVuG","name":"Martial Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

\n
    \n
  • You learn two maneuvers of your choice from among those available to the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • \n
  • If you already have superiority dice, you gain one more; otherwise, you have two superiority dice, which are d4s. These dice are used to fuel your maneuvers. 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
","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":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":6800000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Martial%20Adept.webp","effects":[]} +{"_id":"26Yxgr0B017MT3KN","name":"Berserker Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in berserker and at least 3 levels in operative

\n

You've learned to blend the fury of your berserker approach with the deftness of your operative practice. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your operative levels to your berserker levels when determining the number of times you can enter a rage and the bonus to weapon damage rolls while raging.
  • \n
  • You can add your berserker levels to your operative levels when determining the your amount of Sneak Attack dice.
  • \n
","chat":"","unidentified":""},"requirements":"Berserker 3, Operative 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.kFf5PAAYBxgLmZJi"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Berserker%20Practice.webp","effects":[]} {"_id":"32xXZ9VyqvvuqX2O","name":"Observant","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Quick to notice details of your environment, you gain the following benefits:

\n
    \n
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • \n
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • \n
  • You are considered to have advantage when determining your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  • \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":6200000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Observant.webp","effects":[]} +{"_id":"3408cU2S1U1yuyB3","name":"Consular Calling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in consular and at least 3 levels in sentinel

\n

You've learned to blend the diligence of your consular tradition with the focus of your sentinel calling. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add half your sentinel levels (rounded down) to half your consular levels (rounded down) when determining the force points you regain through your Force Recovery feature.
  • \n
  • You can add your consular levels to your sentinel levels when determining the size of your Kinetic Combat die.
  • \n
","chat":"","unidentified":""},"requirements":"Consular 3, Sentinel 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.Jv085MxgHmyfdJji"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Consular%20Calling.webp","effects":[]} +{"_id":"3D5dUuTvy1EQHZNr","name":"Monastic Calling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in monk and at least 3 levels in sentinel

\n

You've learned to blend the aptitude of your monastic order with the focus of your sentinel calling. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your sentinel levels to your monk levels when determining the size of your Martial Arts die.
  • \n
  • You can add your monk levels to your sentinel levels when determining the size of your Kinetic Combat die.
  • \n
","chat":"","unidentified":""},"requirements":"Monk 3, Sentinel 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.irr8rmJuI2VUypw6"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Monastic%20Calling.webp","effects":[]} {"_id":"3tOeQ7XLC7omOmIc","name":"Sniping Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers

\n

You've practiced casting powers more accurately from long range, learning techniques that give you the following benefits:

\n
    \n
  • When you cast a power that requires you to make an attack roll, the power's range is doubled.
  • \n
  • Your ranged force and tech attacks ignore half cover and three-quarters cover.
  • \n
  • You learn one at-will power that requires an attack roll. Your casting ability for this at-will power depends on the power list you chose from: Wisdom or Charisma (depending on power alignment) for force powers or Intelligence for tech powers.
  • \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":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5050000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Sniping%20Caster.webp","effects":[]} {"_id":"4DuaFCbiBxqL9eL3","name":"Lucky","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

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":"4FfG6bIRNLIy63c8","name":"Berserker Focus","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in berserker and at least 3 levels in guardian

\n

You've learned to blend the fury of your berserker approach with the expertise of your guardian focus. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your guardian levels to your berserker levels when determining the number of times you can enter a rage and the bonus to weapon damage rolls while raging.
  • \n
  • You can add your berserker levels to your guardian levels when determining the your amount of Focused Strikes dice.
  • \n
","chat":"","unidentified":""},"requirements":"Berserker 3, Guardian 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.LxCuAcnOiIWvVW5D"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Berserker%20Focus.webp","effects":[]} +{"_id":"4L64D2kkX4wIPcWS","name":"Fighter Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in fighter and at least 3 levels in operative

\n

You've learned to blend the prowess of your fighter specialty with the deftness of your operative practice. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your operative levels to your fighter levels when determining the number of hit points you regain from your Second Wind feature.
  • \n
  • You can add your fighter levels to your operative levels when determining the your amount of Sneak Attack dice.
  • \n
","chat":"","unidentified":""},"requirements":"Fighter 3, Operative 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.PmCkRnpkK4CJF3cZ"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Fighter%20Practice.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
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can use the bonus action granted by your Cunning Action to carefully aim your next attack. You gain advantage on your next attack roll before the end of your current turn. You can't use this feature if you have moved during this turn, and using this feature reduces your speed to 0 until the end of your current turn.
  • \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:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • When a creature rolls a 1 on the saving throw against one of these weapons, it takes damage as if suffering a critical hit. If a creature would already suffer a critical hit when it rolls a 1 on this weapon's saving throw, it instead suffers a critical hit on a roll of 1 or 2.
  • \n
  • Whenever you score a critical hit against a creature that is holding an object, you can attempt to disarm the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or it drops an object of your choice at its feet.
  • \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":2500000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Heavy%20Weapon%20Specialist.webp","effects":[]} {"_id":"7WSolr5mmDrV654v","name":"Rifle Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

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:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to snare the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or its movement speed is reduced by half until the end of it's next turn. If it's speed was already reduced by half, it is instead reduced to 5 feet.
  • \n
  • When a creature you can see misses you with an attack roll, you can use your reaction to Disengage and move up to half your speed. You must end this movement further away from the creature than you started.
  • \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":4300000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Rifle%20Specialist.webp","effects":[]} +{"_id":"7wIORUosdIwzijMb","name":"Consular Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in consular and at least 3 levels in monk

\n

You've learned to blend the diligence of your consular tradition with the aptitude of your monastic order. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add half your monk levels (rounded down) to half your consular levels (rounded down) when determining the force points you regain through your Force Recovery feature.
  • \n
  • You can add your consular levels to your monk levels when determining the size of your Martial Arts die.
  • \n
","chat":"","unidentified":""},"requirements":"Consular 3, Monk 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.x5cR3YYUdfcI1j3b"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Consular%20Order.webp","effects":[]} +{"_id":"8QiP9E123SuPo0fx","name":"Fighter Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in fighter and at least 3 levels in scholar

\n

You've learned to blend the prowess of your fighter specialty with the ingenuity of your academic pursuit. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scholar levels to your fighter levels when determining the number of hit points you regain from your Second Wind feature.
  • \n
  • You can add your fighter levels to your scholar levels when determining the size of your Superiority Dice and the number of Superiority Dice you have.
  • \n
","chat":"","unidentified":""},"requirements":"Fighter 3, Scholar 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.Jpc1nF9cQJN1dJhY"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Fighter%20Pursuit.webp","effects":[]} {"_id":"8rcm51F8jpbNXWs3","name":"Ace Pilot","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

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
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Piloting skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check related to vehicles or ships, you are considered to have expertise in the Investigation or Perception skill.
  • \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":"99azq7lE3i9pB9RK","name":"Guardian Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in guardian and at least 3 levels in monk

\n

You've learned to blend the expertise of your guardian focus with the aptitude of your monastic order. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your monk levels to your guardian levels when determining the your amount of Focused Strikes dice.
  • \n
  • You can add your guardian levels to your monk levels when determining the size of your Martial Arts die.
  • \n
","chat":"","unidentified":""},"requirements":"Guardian 3, Monk 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.ncFfAfwVg4q1FF33"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Guardian%20Order.webp","effects":[]} +{"_id":"9BAA7wcoA2sikVrT","name":"Monastic Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in monk and at least 3 levels in operative

\n

You've learned to blend the aptitude of your monastic order with the deftness of your operative practice. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your operative levels to your monk levels when determining the size of your Martial Arts die.
  • \n
  • You can add your monk levels to your operative levels when determining the your amount of Sneak Attack dice.
  • \n
","chat":"","unidentified":""},"requirements":"Monk 3, Operative 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.ew7RcbcPs1EhTZ6N"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Monastic%20Practice.webp","effects":[]} {"_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
    \n
  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • \n
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma you can reroll one of the dice once.
  • \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:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Deception skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • When you take the Attack action, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
  • \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":5300000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"A3iKF2QaiLp57Kct","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"A3iKF2QaiLp57Kct","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Silver-Tongued.webp","effects":[{"_id":"0DVCA8MIhpczgRqW","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.skills.dec.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/Silver-Tongued.webp","label":"Silver-Tongued","tint":"","transfer":true}]} +{"_id":"A6J3YH7FOX93ExiY","name":"Engineering Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in engineer and at least 3 levels in scholar

\n

You've learned to blend the artistry of your engineering discipline with the ingenuity of your academic pursuit. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scholar levels to your engineer levels when determining the size of your Potent Aptitude die and the number of uses of your Potent Aptitude feature.
  • \n
  • You can add your engineer levels to your scholar levels when determining the size of your Superiority Dice and the number of Superiority Dice you have.
  • \n
","chat":"","unidentified":""},"requirements":"Engineer 3, Scholar 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.vJO9yClufYQhW7hn"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Engineering%20Pursuit.webp","effects":[]} {"_id":"BGgoW3Cwxj28VTwz","name":"Power Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

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.

","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":6500000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Power%20Adept.webp","effects":[]} {"_id":"BaXJ9OO3GUF33Plg","name":"Investigator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Investigation skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You can take the Search action as a bonus action.
  • \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":2100000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"BaXJ9OO3GUF33Plg","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Investigator.webp","effects":[{"_id":"LWFLUSnorYCG0US2","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.skills.inv.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/Investigator.webp","label":"Investigator","tint":"","transfer":true}]} {"_id":"BjWUsjBQzq4w1Q3s","name":"Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have focused training with a specific tool. Select one type of specialist's kit. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You gain proficiency with the chosen kit. If you are already proficient with it, you instead gain expertise with it.
  • \n
  • You can attempt ability checks with the chosen kit without the kit present, but you have disadvantage on the check when you do so.
  • \n
  • Whenever you make an ability check with the chosen kit and you don't have disadvantage on the check, you can treat a d20 roll of 9 or lower as a 10, as long as you spend at least 1 minute on the check. You can select this feat multiple times. Each time you do so, you must choose a different specialist's kit.
  • \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":4875000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Specialist.webp","effects":[]} {"_id":"D02rvwCBbp6mIwlH","name":"Galvanizing Presence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your presence on the battlefield is a source of inspiration. You gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • As a bonus action, you let out a rallying war cry, ending the frightened or charmed condition on yourself and a number of allies that can hear you equal to your Charisma modifier (minimum of one). Once you've used this ability, you must complete a short or long rest before you can use it again.
  • \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":2900000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"D02rvwCBbp6mIwlH","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Galvanizing%20Presence.webp","effects":[{"_id":"oqsKJpSvNVvb4brh","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/Galvanizing%20Presence.webp","label":"Galvanizing Presence","tint":"","transfer":true}]} +{"_id":"DDi6XilrChhf7St6","name":"Monastic Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in monk and at least 3 levels in scout

\n

You've learned to blend the aptitude of your monastic order with the knack of your scout technique. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scout levels to your monk levels when determining the size of your Martial Arts die.
  • \n
  • You can add your monk levels to your scout levels when determining the size of your Ranger's Quarry die and the duration of your Ranger's Quarry feature.
  • \n
","chat":"","unidentified":""},"requirements":"Monk 3, Scout 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.F8O4RpkZUudbQuSU"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Monastic%20Technique.webp","effects":[]} +{"_id":"Dt92E5ePPUqLTnRx","name":"Engineering Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in engineer and at least 3 levels in monk

\n

You've learned to blend the artistry of your engineering discipline with the aptitude of your monastic order. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your monk levels to your engineer levels when determining the size of your Potent Aptitude die and the number of uses of your Potent Aptitude feature.
  • \n
  • You can add your engineer levels to your monk levels when determining the size of your Martial Arts die.
  • \n
","chat":"","unidentified":""},"requirements":"Engineer 3, Monk 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.7WOXWU87KjCSp11l"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Engineering%20Order.webp","effects":[]} {"_id":"E1VLUKO9e7wb4mHm","name":"Athlete","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have undergone extensive physical training to gain the following benefits:

\n
    \n
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • \n
  • When you are prone, standing up uses only 5 feet of your movement.
  • \n
  • Climbing doesn't halve your speed.
  • \n
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • \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":1000000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Athlete.webp","effects":[]} {"_id":"E89ZF9cltOGagy6F","name":"Keen Mind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You always know which way is north.
  • \n
  • You always know the number of hours left before the next sunrise or sunset.
  • \n
  • You can accurately recall anything you have seen or heard within the past month.
  • \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":2400000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"E89ZF9cltOGagy6F","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Keen%20Mind.webp","effects":[{"_id":"5An1ZGR716UiEg8n","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/Keen%20Mind.webp","label":"Keen Mind","tint":"","transfer":true}]} {"_id":"E8mrRhc4BQEgapcA","name":"Augmented Cyborg","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've experimented with cybernetic augmentations, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • Choose one cybernetic augmentation of standard rarity from Appendix A. That augmentation is installed and doesn't count against the maximum cybernetic augmentations you can support, but it does count towards your total cybernetics augmentations as shown in the Cybernetic Augmentations Side Effects table in Chapter 7.
  • \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":1100000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Augmented%20Cyborg.webp","effects":[]} {"_id":"EEMJ3UEwesgxC78X","name":"Lightly Armored","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have trained to master the use of light armor, gaining the following benefits:

\n
    \n
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • \n
  • You gain proficiency with light armor. If you are already proficient with light armor, instead while you are wearing light armor, your speed increases by 5 feet. You can take this feat twice.
  • \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":7300000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"EEMJ3UEwesgxC78X","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Lightly%20Armored.webp","effects":[{"_id":"S8GetmShXe43aVoD","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","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/Lightly%20Armored.webp","label":"Lightly Armored","tint":"","transfer":true}]} {"_id":"FF1sNY6xNbDsAnh1","name":"Actor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Skilled at mimicry and dramatics, you gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • \n
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
  • \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":1500000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"FF1sNY6xNbDsAnh1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Actor.webp","effects":[{"_id":"LUNxiVBY9pBVNXQ2","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.cha.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/Actor.webp","label":"Actor","tint":"","transfer":true}]} +{"_id":"G38wenURjXpXtoOA","name":"Operative Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in operative and at least 3 levels in scout

\n

You've learned to blend the deftness of your operative practice with the knack of your scout technique. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scout levels to your operative levels when determining the your amount of Sneak Attack dice.
  • \n
  • You can add your operative levels to your scout levels when determining the size of your Ranger's Quarry die and the duration of your Ranger's Quarry feature.
  • \n
","chat":"","unidentified":""},"requirements":"Operative 3, Scout 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.ce5M4DUTylfSC2Uk"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Operative%20Technique.webp","effects":[]} +{"_id":"GPim2157CrrgrS2x","name":"Berserker Discipline","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in berserker and at least 3 levels in engineer

\n

You've learned to blend the fury of your berserker approach with the artistry of your engineering discipline. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your engineer levels to your berserker levels when determining the number of times you can enter a rage and the bonus to weapon damage rolls while raging.
  • \n
  • You can add your berserker levels to your engineer levels when determining the size of your Potent Aptitude die and the number of uses of your Potent Aptitude feature.
  • \n
","chat":"","unidentified":""},"requirements":"Berserker 3, Engineer 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.V0DCsc70fLdPMrWT"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Berserker%20Discipline.webp","effects":[]} {"_id":"Gg5CP1rrrqslUvtd","name":"Perceptive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You hone your senses until they become razor sharp. You gain the following benefits:

\n
    \n
  • Increase your Wisdom score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Perception skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
  • \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":6100000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"Gg5CP1rrrqslUvtd","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"Gg5CP1rrrqslUvtd","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Perceptive.webp","effects":[{"_id":"o0hxX4A0uPxWHjaZ","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.skills.prc.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/Perceptive.webp","label":"Perceptive","tint":"","transfer":true}]} {"_id":"GlrABR30jRsQnhfg","name":"Quick-Fingered","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

\n
    \n
  • Increase your Dexterity score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Sleight of Hand skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
  • \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":4100000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"GlrABR30jRsQnhfg","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"GlrABR30jRsQnhfg","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Quick-Fingered.webp","effects":[{"_id":"Ue42BFejvAwlfI19","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.skills.slt.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/Quick-Fingered.webp","label":"Quick-Fingered","tint":"","transfer":true}]} {"_id":"Gm5pE7iTE74ITJlK","name":"Practiced","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have acquired skills over your career, gaining the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You gain proficiency in any combination of two skills or tools of your choice.
  • \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":5800000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Practiced.webp","effects":[]} {"_id":"HG3tsJyWM7X7fVIv","name":"Fighting Stylist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty, gaining the following benefits:

\n
    \n
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • \n
  • Choose one of the Fighting Style options, detailed later in this chapter.
  • \n
\n

You can select this feat multiple times. You can't take a Fighting Style option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":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":3200000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Fighting%20Stylist.webp","effects":[]} {"_id":"HMtPma2N0myiF2il","name":"Battle Scarred","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've spent a lifetime fighting, with the scars to prove it. You gain the following benefits:

\n
    \n
  • Increase your Constitution score by 1, to a maximum of 20.
  • \n
  • When you roll a 19 or a 20 on the d20 for a death saving throw, you regain 1 hit point.
  • \n
  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you've used this ability, you must complete a long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you are reduced to 0 hit points but not killed outright"},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":"self"},"range":{"value":0,"long":0,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":900000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"HMtPma2N0myiF2il","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Battle%20Scarred.webp","effects":[{"_id":"0DNfH4zQ9bTTeP0W","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.con.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/Battle%20Scarred.webp","label":"Battle Scarred","tint":"","transfer":true}]} {"_id":"J5eAWVCNYRZPsJzq","name":"Mariner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've spent an exorbitant amount of time in water. You gain the following benefits:

\n
    \n
  • Increase your Constitution by 1, to a maximum of 20.
  • \n
  • You gain a swimming speed equal to your movement speed.
  • \n
  • You have advantage on ability checks and saving throws related to swimming.
  • \n
  • You can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier.
  • \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":2200000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"J5eAWVCNYRZPsJzq","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Mariner.webp","effects":[{"_id":"iOIplrtcWGmtS6Gu","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.movement.swim","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/Mariner.webp","label":"Mariner","tint":"","transfer":true}]} +{"_id":"J7N9Ri9ANCJR4Uf6","name":"Engineering Calling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in engineer and at least 3 levels in sentinel

\n

You've learned to blend the artistry of your engineering discipline with the focus of your sentinel calling. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your sentinel levels to your engineer levels when determining the size of your Potent Aptitude die and the number of uses of your Potent Aptitude feature.
  • \n
  • You can add your engineer levels to your sentinel levels when determining the size of your Kinetic Combat die.
  • \n
","chat":"","unidentified":""},"requirements":"Engineer 3, Sentinel 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.SZI6qPmWYLmDFwGM"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Engineering%20Calling.webp","effects":[]} {"_id":"JoDZj9iDHOq1K0L8","name":"Performer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master performance so that you can command any stage. You gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Performance skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
  • \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":6300000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"JoDZj9iDHOq1K0L8","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"JoDZj9iDHOq1K0L8","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Performer.webp","effects":[{"_id":"6r9fTP1TDu68qrBF","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.attributes.str.mod","value":"1","mode":2,"priority":20},{"key":"data.skills.prf.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/Performer.webp","label":"Performer","tint":"","transfer":true}]} {"_id":"K7DJqRZNotfWGZMK","name":"Alert","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Always on the lookout for danger, you gain the following benefits:

\n
    \n
  • You gain a +5 bonus to initiative.
  • \n
  • You can't be surprised while you are conscious.
  • \n
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
  • \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":1200000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.attributes.init.value","value":"5","mode":"+","targetSpecific":false,"id":1,"itemId":"K7DJqRZNotfWGZMK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Alert.webp","effects":[{"_id":"cOPS96jeTb8E0cQS","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.attributes.init.value","value":5,"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/Alert.webp","label":"Alert","tint":"","transfer":true}]} {"_id":"KmOP744KaU2bOsX2","name":"Techie","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the theory and practice of technology, gaining the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Technology skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You learn the repair droid tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.
  • \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":4856250,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"KmOP744KaU2bOsX2","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"KmOP744KaU2bOsX2","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Techie.webp","effects":[{"_id":"T9QcU6d4jFC1GTve","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.skills.tec.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/Techie.webp","label":"Techie","tint":"","transfer":true}]} {"_id":"LzF6ijAkhkIkiZdJ","name":"Forceful Vigor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your strength and virility rarely go unnoticed, often to the point of distraction. You gain the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • You can use your Strength modifier instead of your Constitution modifier when making Constitution checks.
  • \n
  • When you would make a Constitution saving throw, you can instead make a Strength saving throw. You can use this feature a number of times equal to your Strength modifier. You regain all expended uses of this feature when you complete a long rest.
  • \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":2700000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"LzF6ijAkhkIkiZdJ","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Forceful%20Vigor.webp","effects":[{"_id":"mdDtHcBBKSw698Qy","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.str.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/Forceful%20Vigor.webp","label":"Forceful Vigor","tint":"","transfer":true}]} {"_id":"NMzjgUDUPBVVJJdP","name":"Force of Personality","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Rooms never go unalerted to your presence, and the strength of your personality make others lose focus on their own social game. Powers and other effects infrequently override your force of will. You gain the following benefits:

\n
    \n
  • Your Charisma score increases by 1, to a maximum of 20.
  • \n
  • You can use your Charisma modifier instead of your Wisdom modifier when making Insight checks.
  • \n
  • When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you complete a long rest.
  • \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":7700000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"NMzjgUDUPBVVJJdP","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Force%20of%20Personality.webp","effects":[{"_id":"IJoxm3NhIdtw6E6s","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/Force%20of%20Personality.webp","label":"Force of Personality","tint":"","transfer":true}]} +{"_id":"O9td5tmc6IhbQuQl","name":"Consular Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in consular and at least 3 levels in fighter

\n

You've learned to blend the diligence of your consular tradition with the prowess of your fighter specialty. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add half your fighter levels (rounded down) to half your consular levels (rounded down) when determining the force points you regain through your Force Recovery feature.
  • \n
  • You can add your consular levels to your fighter levels when determining the number of hit points you regain from your Second Wind feature.
  • \n
","chat":"","unidentified":""},"requirements":"Consular 3, Fighter 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.FOqzK1ZMYsEGTGQe"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Consular%20Specialist.webp","effects":[]} {"_id":"Of8IhnbIiID6sUt4","name":"Charmer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've master the art of charming those around you, gaining the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Persuasion skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
  • \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":1600000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"Of8IhnbIiID6sUt4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.skills.per.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"Of8IhnbIiID6sUt4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Charmer.webp","effects":[{"_id":"O6MV5fgux54aJzON","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.attributes.str.mod","value":"1","mode":2,"priority":20},{"key":"data.skills.per.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/Charmer.webp","label":"Charmer","tint":"","transfer":true}]} +{"_id":"OscgoQiBqmEXaMdx","name":"Consular Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in consular and at least 3 levels in scout

\n

You've learned to blend the diligence of your consular tradition with the knack of your scout technique. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add half your scout levels (rounded down) to half your consular levels (rounded down) when determining the force points you regain through your Force Recovery feature.
  • \n
  • You can add your consular levels to your scout levels when determining the size of your Ranger's Quarry die and the duration of your Ranger's Quarry feature.
  • \n
","chat":"","unidentified":""},"requirements":"Consular 3, Scout 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.7Zyqa8e3ktuAPmM3"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Consular%20Technique.webp","effects":[]} +{"_id":"PXlnSVNoec3zFrJi","name":"Operative Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in operative and at least 3 levels in scholar

\n

You've learned to blend the deftness of your operative practice with the ingenuity of your academic pursuit. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scholar levels to your operative levels when determining the your amount of Sneak Attack dice.
  • \n
  • You can add your operative levels to your scholar levels when determining the size of your Superiority Dice and the number of Superiority Dice you have.
  • \n
","chat":"","unidentified":""},"requirements":"Operative 3, Scholar 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.RALaz5gCzkQxL8vO"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Operative%20Pursuit.webp","effects":[]} +{"_id":"PxcRpl86f1jQDdp6","name":"Berserker Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in berserker and at least 3 levels in monk

\n

You've learned to blend the fury of your berserker approach with the aptitude of your monastic order. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your monk levels to your berserker levels when determining the number of times you can enter a rage and the bonus to weapon damage rolls while raging.
  • \n
  • You can add your berserker levels to your monk levels when determining the size of your Martial Arts die.
  • \n
","chat":"","unidentified":""},"requirements":"Berserker 3, Monk 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.3zVp3UUe4Ekt803L"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Berserker%20Order.webp","effects":[]} {"_id":"QLLXt6fQiqI1Va2l","name":"Tech Dabbler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You know two at-will tech powers. When you reach 3rd level, you learn and can cast one 1st-level tech power once per long rest. When you reach 5th level, you learn and can cast one 2nd-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a tech focus for these powers. Additionally, you lose the Tech-Impaired special trait if you have it.

","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":4868750,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Tech%20Dabbler.webp","effects":[{"_id":"GUfzqovlmL2F0aTA","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"flags.sw5e.techImpaired","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/Tech%20Dabbler.webp","label":"Tech Dabbler","tint":"","transfer":true,"selectedKey":"data.abilities.cha.dc"}]} -{"_id":"Qv2nJWPLJ2klIEbQ","name":"Acrobat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You become more nimble, gaining the following benefits:

\n
    \n
  • Increase your Dexterity score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Acrobatics skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"abil","attackBonus":0,"chatFlavor":"As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"requirements":"","recharge":{"value":0,"charged":false},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":300000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"Qv2nJWPLJ2klIEbQ","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"Qv2nJWPLJ2klIEbQ","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Acrobat.webp","effects":[{"_id":"u18WfljlCk4IkdsB","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.skills.acr.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/Acrobat.webp","label":"Acrobat","tint":"","transfer":true}]} +{"_id":"Qv2nJWPLJ2klIEbQ","name":"Acrobat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You become more nimble, gaining the following benefits:

\n
    \n
  • Increase your Dexterity score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Acrobatics skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
  • \n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"abil","attackBonus":0,"chatFlavor":"As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":"15","scaling":"flat"},"requirements":"","recharge":{"value":0,"charged":false},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":300000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"Qv2nJWPLJ2klIEbQ","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"Qv2nJWPLJ2klIEbQ","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Acrobat.webp","effects":[{"_id":"u18WfljlCk4IkdsB","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.skills.acr.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/Acrobat.webp","label":"Acrobat","tint":"","transfer":true}]} +{"_id":"R8PlFyq0UYGnknlE","name":"Guardian Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in guardian and at least 3 levels in scholar

\n

You've learned to blend the expertise of your guardian focus with the ingenuity of your academic pursuit. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scholar levels to your guardian levels when determining the your amount of Focused Strikes dice.
  • \n
  • You can add your guardian levels to your scholar levels when determining the size of your Superiority Dice and the number of Superiority Dice you have.
  • \n
","chat":"","unidentified":""},"requirements":"Guardian 3, Scholar 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.moK5yVuxRkNp5bOv"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Guardian%20Pursuit.webp","effects":[]} {"_id":"RDN5JNfiKs59xcGt","name":"Feigned Confidence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've spent years pretending you know what you're doing, gaining the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • When you would make an ability check with a skill or tool that doesn't add your proficiency bonus, you can first make a DC 15 Charisma (Deception) check. On a success, you can add your proficiency bonus to the initial ability check. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
  • \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":7900000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"RDN5JNfiKs59xcGt","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Feigned%20Confidence.webp","effects":[{"_id":"BjCZUlbZ9U1ZOSJa","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/Feigned%20Confidence.webp","label":"Feigned Confidence","tint":"","transfer":true}]} +{"_id":"RRDtj2mMRQYyHqdS","name":"Monastic Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in monk and at least 3 levels in scholar

\n

You've learned to blend the aptitude of your monastic order with the ingenuity of your academic pursuit. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scholar levels to your monk levels when determining the size of your Martial Arts die.
  • \n
  • You can add your monk levels to your scholar levels when determining the size of your Superiority Dice and the number of Superiority Dice you have.
  • \n
","chat":"","unidentified":""},"requirements":"Monk 3, Scholar 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.DXPUB7G2s4o98SdV"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Monastic%20Pursuit.webp","effects":[]} {"_id":"T0pMXR5lUepOZWAu","name":"Unnatural Resilience","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: Constitution 20
You have the fortitude often attributed to gods, granting the following benefits:

\n
    \n
  • You gain proficiency in Constitution saving throws. If you are already proficient in them, you add double your proficiency bonus to saving throws you make.
  • \n
  • Enhanced effects, such as powers or medpacs, that would restore hit points to you can't restore an amount less than half your level + your Constitution modifier. If this amount would exceed that maximum amount of hit points that effect could restore, you instead take that effect's maximum.
  • \n
  • You can add your Constitution modifier to death saving throws you make.
  • \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":4857032,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Unnatural%20Resilience.webp","effects":[{"_id":"HWlDE64BbJVvn82X","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.con.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/Unnatural%20Resilience.webp","label":"Unnatural Resilience","tint":"","transfer":true}]} {"_id":"T4oYkzdxQmcbHG6G","name":"Brawny","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You become stronger, gaining the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Athletics skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You count as if you were one size larger for the purpose of determining your carrying capacity.
  • \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":700000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"T4oYkzdxQmcbHG6G","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"T4oYkzdxQmcbHG6G","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Brawny.webp","effects":[{"_id":"nTl10WelwUGi4Gtd","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.skills.ath.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/Brawny.webp","label":"Brawny","tint":"","transfer":true}]} +{"_id":"U3aYktOmnQIztFlv","name":"Academic Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in scholar and at least 3 levels in scout

\n

You've learned to blend the ingenuity of your academic pursuit with the knack of your scout technique. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scout levels to your scholar levels when determining the size of your Superiority Dice and the number of Superiority Dice you have.
  • \n
  • You can add your scholar levels to your scout levels when determining the size of your Ranger's Quarry die and the duration of your Ranger's Quarry feature.
  • \n
","chat":"","unidentified":""},"requirements":"Scholar 3, Scout 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.fa83gW1vV6JzCN7W"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Academic%20Technique.webp","effects":[]} {"_id":"UUaYVEXcwbVHv2sr","name":"Healer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You are an able medic, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

\n
    \n
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • \n
  • When you use a traumakit to stabilize a dying creature, that creature also regains 1 hit point.
  • \n
  • As an action, you can spend one use of a traumakit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points again in this way until it finishes a short or long rest.
  • \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":2600000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Healer.webp","effects":[]} {"_id":"VSXqyHXrw1kI3X91","name":"Close Quarters Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers
You've practiced utilizing powers in close quarters, learning techniques that grant you the following benefits:

\n
    \n
  • When making a ranged force or tech attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
  • \n
  • Your ranged force and tech attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
  • \n
  • You learn one at-will power that requires an attack roll. Your casting ability for this at-will power depends on the power list you chose from: Wisdom or Charisma (depending on power alignment) for force powers or Intelligence for tech powers.
  • \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":"4th Level","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4600000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Close%20Quarters%20Caster.webp","effects":[]} {"_id":"VUliXV0a3Owu4yuI","name":"Sidearm Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the blaster pistol, heavy pistol, hold out, ion pistol, light pistol, and wrist launcher. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • You learn to load and fire your weapon more efficiently. You can now reload these weapons using your object interaction. You must have one free hand to reload.
  • \n
  • Whenever you score a critical hit against a living creature that has a head, you can attempt to daze the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the end of its next turn.
  • \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":5100000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Sidearm%20Specialist.webp","effects":[]} @@ -47,19 +71,25 @@ {"_id":"XRtb4NmElyRsERrk","name":"Adaptive Training","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: at least 3 levels in Fighter
You've developed a new fluidity to your training and practice, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • Whenever you complete a long rest, you can replace a fighting style you know with another style available. You can't take a Fighting Style option more than once, even if you later get to choose again.
  • \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":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":1400000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Adaptive%20Training.webp","effects":[]} {"_id":"Xqo6KzAFPtLdW9YS","name":"Moderately Armored","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: proficiency with light armor

\n

You have trained to master the use of medium armor, gaining the following benefits:

\n
    \n
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • \n
  • You gain proficiency with medium armor. If you are already proficient with medium armor, instead while you are wearing medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher, and you ignore the bulky property of medium armor. You can take this feat twice.
  • \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":6700000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":1,"itemId":"Xqo6KzAFPtLdW9YS","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Moderately%20Armored.webp","effects":[{"_id":"hVw642GA8nqxgTYs","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"med","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/Moderately%20Armored.webp","label":"Moderately Armored","tint":"","transfer":true}]} {"_id":"XuhxzosKJIBWpWHU","name":"Savage Shorty","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: Strength 13, size Small

\n

Despite being short of stature, your size has no impact on your strength and virility. You gain the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • Your speed increases by 5 feet.
  • \n
  • You lose the Undersized special trait.
  • \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":5400000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"XuhxzosKJIBWpWHU","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.attributes.speed.value","value":"5","mode":"+","targetSpecific":false,"id":2,"itemId":"XuhxzosKJIBWpWHU","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Savage%20Shorty.webp","effects":[{"_id":"CHCJWZiArjnqXHw8","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.movement.walk","value":5,"mode":2,"priority":20},{"key":"flags.sw5e.undersized","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/Savage%20Shorty.webp","label":"Savage Shorty","tint":"","transfer":true}]} +{"_id":"Y1yahP9p3hjHhkdr","name":"Berserker Calling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in berserker and at least 3 levels in sentinel

\n

You've learned to blend the fury of your berserker approach with the focus of your sentinel calling. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your sentinel levels to your berserker levels when determining the number of times you can enter a rage and the bonus to weapon damage rolls while raging.
  • \n
  • You can add your berserker levels to your sentinel levels when determining the size of your Kinetic Combat die.
  • \n
","chat":"","unidentified":""},"requirements":"Berserker 3, Sentinel 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.RaDxJhWDPl8wyLT6"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Berserker%20Calling.webp","effects":[]} +{"_id":"YDi1dnNHdD3vC9A5","name":"Operative Calling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in operative and at least 3 levels in sentinel

\n

You've learned to blend the deftness of your operative practice with the focus of your sentinel calling. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your sentinel levels to your operative levels when determining the your amount of Sneak Attack dice.
  • \n
  • You can add your operative levels to your sentinel levels when determining the size of your Kinetic Combat die.
  • \n
","chat":"","unidentified":""},"requirements":"Operative 3, Sentinel 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.X5INTWleQncJNx4P"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Operative%20Calling.webp","effects":[]} {"_id":"YJOdr43nmsPXAxp3","name":"Naturalist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Your extensive study of nature rewards you with the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Nature skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • You learn the toxin scan tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.
  • \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":3100000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"YJOdr43nmsPXAxp3","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"YJOdr43nmsPXAxp3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Naturalist.webp","effects":[{"_id":"kNRVYakcEKDM7tl5","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.skills.nat.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/Naturalist.webp","label":"Naturalist","tint":"","transfer":true}]} {"_id":"YfISDL99fjJ9WYy3","name":"Focused Vitality","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: at least 3 levels in Monk

\n

You've learned to harness your focus to restore yourself, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • As an action, you can spend 2 focus points and roll a Martial Arts die. You regain a number of hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, a minimum of one).
  • \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":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":7800000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Focused%20Vitality.webp","effects":[]} {"_id":"YhvSSzW56SuR7Kja","name":"Casting Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers
Choose one from force- or tech-casting. You've mastered your chosen casting type, gaining the following benefits:

\n
    \n
  • You gain a +1 bonus to your force or tech save DC and your force or tech attack modifier.
  • \n
  • Once per turn, when you cast a power that requires an attack roll or saving throw, you can have advantage on one attack roll, or you can force one creature affected by the power to have advantage or disadvantage on the saving throw (your choice). Once you've used this feature on a power, you can't affect that power again until you complete a short or long rest. Once you've used this feature on a creature, you can't do so again until you complete a short or long rest.
  • \n
  • Once per turn, when you cast a power that doesn't require an ability check, attack roll, or saving throw, but requires a die roll, you can choose the maximum or minimum on the die (your choice). If the power requires rolling multiple dice, you can only affect a number of them equal to half your proficiency bonus (rounded up) in this way. Once you've used this feature on a power, you can't affect that power again until you complete a short or long rest.
  • \n
\n

You can select this feat twice. Each time you do so, you must choose a different casting type.

","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":"4th Level","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":500000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Casting%20Specialist.webp","effects":[]} {"_id":"YrUXpp1j01lHSmxG","name":"Blade Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightdagger, lightfoil, lightsaber, martial lightsaber, shotosaber, techblade, vibroblade, vibrodagger, and vibrorapier. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • As a bonus action, you can take a parrying stance. While you are in this stance and 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.
  • \n
  • Your critical hit range increases by 1.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"assumes a parrying stance.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"4th Level","recharge":{"value":0,"charged":false},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":400000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Blade%20Specialist.webp","effects":[]} +{"_id":"ZIX11ft9mTmdu6uR","name":"Guardian Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in guardian and at least 3 levels in operative

\n

You've learned to blend the expertise of your guardian focus with the deftness of your operative practice. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your operative levels to your guardian levels when determining the your amount of Focused Strikes dice.
  • \n
  • You can add your guardian levels to your operative levels when determining the your amount of Sneak Attack dice.
  • \n
","chat":"","unidentified":""},"requirements":"Guardian 3, Operative 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.ZUmfvHVtgqKkRBnG"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Guardian%20Practice.webp","effects":[]} {"_id":"a4Id4dk3ov3dYw7X","name":"Polearm Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the lightsaber pike, saberspear, vibrolance, vibropike, and vibrospear. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • When you take the Attack action, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals kinetic damage. If the weapon has the reach property, the bonus action attack does not benefit from this property.
  • \n
  • When you take the Attack action, you can choose to forgo one of your attacks. If you do so, your reach increases by 5 feet until the start of your next turn.
  • \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":6000000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Polearm%20Specialist.webp","effects":[]} {"_id":"aYMhiCMRBwH1WomL","name":"Linguist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have studied languages and codes, gaining the following benefits:

\n
    \n
  • Increase your Intelligence score by 1, to a maximum of 20.
  • \n
  • You learn three languages of your choice.
  • \n
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.
  • \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":100000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"aYMhiCMRBwH1WomL","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Linguist.webp","effects":[{"_id":"zLgsiHPBheUMr83I","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/Linguist.webp","label":"Linguist","tint":"","transfer":true}]} {"_id":"ai5BTh0VA5FpLVtu","name":"Force Guidance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: The ability to cast force powers

\n

You've learned to utilize your gift with the Force in a specific, unique way. You gain the following benefits:

\n
    \n
  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • \n
  • Choose a skill or tool in which you are proficient. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to the check if it doesn't already include that modifier. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a long rest. You can select this feat multiple times. Each time you do so, you must choose a different skill or tool.
  • \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":2800000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Force%20Guidance.webp","effects":[]} {"_id":"aiwPy0S7ZqsaT6k6","name":"Investigative Attunement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've spent a significant amount of time appraising and testing enhanced items. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • Your maximum attunement increases by 1.
  • \n
  • You have advantage on ability checks made to identify items.
  • \n
  • Once per long rest, you can choose one object that you must touch for 10 minutes. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.
  • \n
","chat":"","unidentified":""},"source":"WH","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"4th Level","recharge":{"value":null,"charged":false}},"folder":"dFnKIJCGmpjqdA2C","sort":200000,"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Investigative%20Attunement.webp","effects":[]} {"_id":"aujuUebb7f4e6ht8","name":"Threatening","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You become fearsome to others, gaining the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Intimidation skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • When you take the Attack action, you can replace one attack with an 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 your check fails, the target can't be frightened by you in this way for 1 hour.
  • \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":4859375,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"aujuUebb7f4e6ht8","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"aujuUebb7f4e6ht8","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Threatening.webp","effects":[{"_id":"Kfcq63ZkU7F18kAq","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.skills.itm.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/Threatening.webp","label":"Threatening","tint":"","transfer":true}]} +{"_id":"b9zeujIB00aVQNHR","name":"Fighter Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in fighter and at least 3 levels in monk

\n

You've learned to blend the prowess of your fighter specialty with the aptitude of your monastic order. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your monk levels to your fighter levels when determining the number of hit points you regain from your Second Wind feature.
  • \n
  • You can add your fighter levels to your monk levels when determining the size of your Martial Arts die.
  • \n
","chat":"","unidentified":""},"requirements":"Fighter 3, Monk 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.RmbvRCmkrrWnTQlz"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Fighter%20Order.webp","effects":[]} +{"_id":"bsAJp6ZshCSLzzLV","name":"Consular Discipline","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in consular and at least 3 levels in engineer

\n

You've learned to blend the diligence of your consular tradition with the artistry of your engineering discipline. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add half your engineer levels (rounded down) to half your consular levels (rounded down) when determining the force points you regain through your Force Recovery feature.
  • \n
  • You can add your consular levels to your engineer levels when determining the size of your Potent Aptitude die and the number of uses of your Potent Aptitude feature.
  • \n
","chat":"","unidentified":""},"requirements":"Consular 3, Engineer 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.cApmdw3Cr3n4uzi1"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Consular%20Discipline.webp","effects":[]} {"_id":"cHFXtjcgWLkCTAea","name":"Heavily Armored","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have trained to master the use of heavy armor, gaining the following benefits:

\n
    \n
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • \n
  • You gain proficiency with heavy armor. If you are already proficient with heavy armor, instead while you are wearing heavy armor, critical hits made against you are treated as normal hits. You can take this feat twice.
  • \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":"Proficiency with medium armor","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":7500000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":1,"itemId":"cHFXtjcgWLkCTAea","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Heavily%20Armored.webp","effects":[{"_id":"F9EYBpeBtVSmcmc0","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"hvy","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/Heavily%20Armored.webp","label":"Heavily Armored","tint":"","transfer":true}]} {"_id":"ccsjgZgwSyw3r0on","name":"Exalted Awareness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: Wisdom 20

\n

You have the wisdom associated with the most renowned masters of the Force, granting the following benefits:

\n
    \n
  • You gain proficiency in Wisdom saving throws. If you are already proficient in them, you add double your proficiency bonus to Wisdom saving throws you make.
  • \n
  • Creatures within 60 feet of you have disadvantage on Dexterity (Stealth) checks made to hide from you.
  • \n
  • As an action, you can sense the presence of illusions and other effects designed to deceive the senses within 30 feet of you, provided that you aren't blinded or deafened. You sense that an effect is trying to trick you, but you gain no insight into what is hidden or its true nature. Once you've used this feature, you must complete a short or long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","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":"Level 12","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":8100000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Exalted%20Awareness.webp","effects":[{"_id":"xqw5n8lT98H50eTg","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Exalted%20Awareness.webp","label":"Exalted Awareness","tint":"","transfer":true}]} {"_id":"ckcrU1ZRdKmq4hQY","name":"Fanatic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Every blow that hits your enemies makes you feel closer to victory, making you shake in excitement. You gain the following benefits:

\n
    \n
  • When you score a critical hit with an attack roll or reduce a creature to 0 hit points, you can make one weapon attack as a bonus action.
  • \n
  • Whenever a creature you can see within 30 feet is reduced to 0 hit points, you go into a fervor gaining temporary hit points equal to 1d4 + your Constitution modifier.
  • \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":3600000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Fanatic.webp","effects":[]} {"_id":"cnf7zry702QLzotX","name":"Meditative Mindfulness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: at least 3 levels in Consular

\n

You've delved to new depths during your meditation, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • When you complete a long rest, you can choose one of the force powers you know and replace it with another force power, as long as that power is not of a higher level than your Max Power Level.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":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":3500000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Meditative%20Mindfulness.webp","effects":[]} +{"_id":"d1pDbJMTf0LzVHOp","name":"Engineering Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in engineer and at least 3 levels in scout

\n

You've learned to blend the artistry of your engineering discipline with the knack of your scout technique. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scout levels to your engineer levels when determining the size of your Potent Aptitude die and the number of uses of your Potent Aptitude feature.
  • \n
  • You can add your engineer levels to your scout levels when determining the size of your Ranger's Quarry die and the duration of your Ranger's Quarry feature.
  • \n
","chat":"","unidentified":""},"requirements":"Engineer 3, Scout 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.RDYbHaQ4yEUusQXy"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Engineering%20Technique.webp","effects":[]} {"_id":"dAmUh0ASLU1xshOs","name":"Combat Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers
You've practiced making your powers more difficult to avoid, learning techniques that grant you the following benefits:

\n
    \n
  • When a creature rolls a 1 on the d20 roll of a saving throw against a power you cast that deals damage, they instead take the highest number possible for the damage die.
  • \n
  • You learn one at-will power that requires a saving throw. Your casting ability for this at-will power depends on the power list you chose from: Wisdom or Charisma (depending on power alignment) for force powers or Intelligence for tech powers.
  • \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":"4th Level","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4400000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Combat%20Caster.webp","effects":[]} {"_id":"dQzURN2q97jG47Qo","name":"Quick Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers
You've practiced casting powers in quick succession, learning techniques that grant you the following benefits:

\n
    \n
  • When you cast a power with a casting time of a bonus action, you may use your action to cast a power with a power level no higher than half your proficiency bonus (rounded down).
  • \n
  • When you cast a power with a casting time of a bonus action, you can cast it without expending force or tech points as long as it is no higher level than your proficiency bonus. Once you've used this feature, you must complete a long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","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":5700000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Quick%20Caster.webp","effects":[]} {"_id":"dSjQBf5jwukcGDfY","name":"Force-Sensitive","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"You know two at-will force powers. When you reach 3rd level, you learn one 1st-level force power, which you can cast once per long rest. When you reach 5th level, you learn one 2nd-level force power, which you can once per long rest. Your forcecasting ability is Wisdom or Charisma (depending on power alignment). Additionally, you lose the Force-Insensitive special trait if you have it.\r\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":"Humanoid type","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":2000000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Force-Sensitive.webp","effects":[]} @@ -67,26 +97,36 @@ {"_id":"dYGd07LLEJu5RKzH","name":"Trip Weapon Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the chakram, light ring, net, saberwhip, vibrobaton, vibrostaff, and vibrowhip. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • As a bonus action on your turn, you can extend your weapon to sweep around and pull down an opponent's shield. Until the end of that creature's next turn, it gains no benefit to armor class from its shield.
  • \n
  • When you score a critical hit with the weapon or hit with an opportunity attack using the weapon, you can attempt to trip the opponent as well. If the target is no more than one size larger (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your choice of either your Strength or Dexterity modifier) or be knocked prone.
  • \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":5009375,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Trip%20Weapon%20Specialist.webp","effects":[]} {"_id":"drXPCTuKznN8IXBN","name":"Versatile Design","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've learned to approach problems from new angles, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • When you complete a long rest, you can choose one of the maneuvers you know and replace it with another one.
  • \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 scholar","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5003125,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Versatile%20Design.webp","effects":[]} {"_id":"eqBlqioFPauxq798","name":"Cunning Intellect","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have the cunning of the most prolific scholars, granting the following benefits:

\n
    \n
  • You gain proficiency in Intelligence saving throws. If you are already proficient in them, you add double your proficiency bonus to Intelligence saving throws you make.
  • \n
  • When you engage in the Training downtime activity, during resolution, you add your proficiency bonus to the check. If you would already add your proficiency bonus, you instead add twice your proficiency bonus.
  • \n
  • Whenever you make an ability check that uses your Intelligence, you can add half your proficiency bonus (rounded down) if it doesn't already include your proficiency bonus. Additionally, if you roll lower than half your level (rounded down) on an Intelligence check, you can instead use your level for the d20 roll.
  • \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":"Intelligence 20, level 12","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":1900000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Cunning%20Intellect.webp","effects":[{"_id":"2EHzbhc7iENQNBsV","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.int.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/Cunning%20Intellect.webp","label":"Cunning Intellect","tint":"","transfer":true}]} +{"_id":"fTOsaaqdK8stdXnl","name":"Consular Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in consular and at least 3 levels in operative

\n

You've learned to blend the diligence of your consular tradition with the deftness of your operative practice. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add half your operative levels (rounded down) to half your consular levels (rounded down) when determining the force points you regain through your Force Recovery feature.
  • \n
  • You can add your consular levels to your operative levels when determining the your amount of Sneak Attack dice.
  • \n
","chat":"","unidentified":""},"requirements":"Consular 3, Operative 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.OXJNuzpsjNI0CfFI"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Consular%20Practice.webp","effects":[]} {"_id":"fohQLLoe5AnkvvaC","name":"Medic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the physician's arts, gaining the following benefits:

\n
    \n
  • Increase your Wisdom score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Medicine skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
  • \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":7000000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"fohQLLoe5AnkvvaC","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"fohQLLoe5AnkvvaC","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Medic.webp","effects":[{"_id":"vKn9c9xUN31ay9MD","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Medic.webp","label":"Medic","tint":"","transfer":true}]} {"_id":"fz4xeG1EtHJNBHQy","name":"Bountiful Luck","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"Your people have extraordinary luck, which you have learned to lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!\r\n\r\nWhen an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction and expend 1 luck point to let the ally reroll the die. The ally must use the new roll.\r\n\r\nWhen you use this ability, you can't use luck points before the end of your next turn. \r\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":"Lucky feat","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":800000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Bountiful%20Luck.webp","effects":[]} {"_id":"gQDk0fGDlFDVl9Uj","name":"Inspiring Leader","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: Charisma 13

\n

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or 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":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":7400000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Inspiring%20Leader.webp","effects":[]} +{"_id":"guQgLKcAZKrOlUbw","name":"Berserker Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in berserker and at least 3 levels in fighter

\n

You've learned to blend the fury of your berserker approach with the prowess of your fighter specialty. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your fighter levels to your berserker levels when determining the number of times you can enter a rage and the bonus to weapon damage rolls while raging.
  • \n
  • You can add your berserker levels to your fighter levels when determining the number of hit points you regain from your Second Wind feature.
  • \n
","chat":"","unidentified":""},"requirements":"Berserker 3, Fighter 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.6OICyPI98KcygVd2"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Berserker%20Specialist.webp","effects":[]} {"_id":"h9fsZnfh6RP9PiZv","name":"Dual Focused Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers
You have learned to bifurcate your attention while concentrating on powers, learning techniques that grant you the following benefits:

\n
    \n
  • If you attempt to cast a power that requires concentration while already concentrating on an existing power, you can maintain concentration on both powers simultaneously. You must spend your action each subsequent round on maintaining this concentration, or lose concentration for both powers.
  • \n
  • At the end of each of your turns where you have two powers you are concentrating on, you must make a Constitution saving throw (DC equals 10 + the number of complete rounds you've been concentrating on two powers). On a failure, you lose concentration for both powers. You can drop concentration on one of your powers during your turn as a free action to avoid this saving throw.
  • \n
  • Any time you would be forced to make a Constitution saving throw to maintain concentration due to taking damage, the DC equals 10 + both powers' levels combined, or half the damage you take, whichever number is higher. On a failure, you lose concentration on both powers.
  • \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":"4th Level","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4000000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Dual%20Focused%20Caster.webp","effects":[]} {"_id":"iEFbSjp7DaDSo8Az","name":"Tough","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: Durable feat
You have the blood of heroes flowing through your veins. You gain the following benefits:

\n
    \n
  • Increase your Constitution score by 1, to a maximum of 20.
  • \n
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of one).
  • \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":5006250,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"iEFbSjp7DaDSo8Az","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Tough.webp","effects":[{"_id":"UovKMdzYexo4tN49","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.con.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/Tough.webp","label":"Tough","tint":"","transfer":true}]} {"_id":"ig8TPZw7mt3jQqbi","name":"Tireless Outrider","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've pushed yourself past the limits of your endurance, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • As an action, you can reduce your exhaustion level by 1 and give yourself a number of temporary hit points equal to 1d10 + your Intelligence modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.
  • \n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","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 scout","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4853125,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Tireless%20Outrider.webp","effects":[]} {"_id":"iiZ66oT6lIqkrOGk","name":"Weapon Expert","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have practiced extensively with a variety of weapons, gaining the following benefits:

\n
    \n
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • \n
  • You gain proficiency with all blasters, lightweapons, and vibroweapons. If you are already proficient with all blasters, lightweapons or vibroweapons, instead once per turn when you roll damage for a weapon attack using a weapon from a category in which you are proficient with all weapons, you can reroll the weapon's damage dice and use either total.
  • \n
\n

You can take this feat twice.

","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":5007813,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"iiZ66oT6lIqkrOGk","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"iiZ66oT6lIqkrOGk","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"iiZ66oT6lIqkrOGk","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Weapon%20Expert.webp","effects":[{"_id":"0d8iTrYN5SNWLeSw","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.traits.weaponProf.custom","value":"All blasters","mode":0,"priority":20},{"key":"data.traits.weaponProf.custom","value":"All lightweapons","mode":0,"priority":20},{"key":"data.traits.weaponProf.custom","value":"All vibroweapons","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Weapon%20Expert.webp","label":"Weapon Expert","tint":"","transfer":true}]} +{"_id":"is9NhgvKUfV5NVH6","name":"Consular Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in consular and at least 3 levels in scholar

\n

You've learned to blend the diligence of your consular tradition with the ingenuity of your academic pursuit. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add half your scholar levels (rounded down) to half your consular levels (rounded down) when determining the force points you regain through your Force Recovery feature.
  • \n
  • You can add your consular levels to your scholar levels when determining the size of your Superiority Dice and the number of Superiority Dice you have.
  • \n
","chat":"","unidentified":""},"requirements":"Consular 3, Scholar 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.V0iEh39aJBObs8In"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Consular%20Pursuit.webp","effects":[]} +{"_id":"jMPN2LnxjNg46CxC","name":"Consular Focus","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in consular and at least 3 levels in guardian

\n

You've learned to blend the diligence of your consular tradition with the expertise of your guardian focus. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add half your guardian levels (rounded down) to half your consular levels (rounded down) when determining the force points you regain through your Force Recovery feature.
  • \n
  • You can add your consular levels to your guardian levels when determining the your amount of Focused Strikes dice.
  • \n
","chat":"","unidentified":""},"requirements":"Consular 3, Guardian 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.thjuCV6repW18epv"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Consular%20Focus.webp","effects":[]} {"_id":"jjAqimaLDJ9GoSSL","name":"Customized Droid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've been customized beyond other droids of the same model, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • Choose one droid customization of standard rarity from Appendix A. That customization is installed and doesn't count against the maximum droid customizations you can support, but it does count towards your maximum parts as shown in the Droid Size Maximum Parts table in Chapter 7.
  • \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":"Class I, II, III, IV, or V Droid","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4800000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Customized%20Droid.webp","effects":[]} {"_id":"k316FEnj9NARisTU","name":"Expert Potency","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: at least 3 levels in Engineer

\n

You've obtained new ways to assist your allies, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • When a creature has a Potent Aptitude die from you and casts a power, they can roll the die and add the number rolled to one damage or healing roll of the power. If the power would damage or heal multiple targets, this bonus only applies to one of them. The Potent Aptitude die is then lost.
  • \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":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":3400000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Expert%20Potency.webp","effects":[]} +{"_id":"kA8vKWxoDgglIqoT","name":"Engineering Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in engineer and at least 3 levels in operative

\n

You've learned to blend the artistry of your engineering discipline with the deftness of your operative practice. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your operative levels to your engineer levels when determining the size of your Potent Aptitude die and the number of uses of your Potent Aptitude feature.
  • \n
  • You can add your engineer levels to your operative levels when determining the your amount of Sneak Attack dice.
  • \n
","chat":"","unidentified":""},"requirements":"Engineer 3, Operative 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.KmGNI9KR5OLW7Fcx"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Engineering%20Practice.webp","effects":[]} +{"_id":"kQq2eVcVFgDBbH4a","name":"Berserker Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in berserker and at least 3 levels in scout

\n

You've learned to blend the fury of your berserker approach with the knack of your scout technique. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scout levels to your berserker levels when determining the number of times you can enter a rage and the bonus to weapon damage rolls while raging.
  • \n
  • You can add your berserker levels to your scout levels when determining the size of your Ranger's Quarry die and the duration of your Ranger's Quarry feature.
  • \n
","chat":"","unidentified":""},"requirements":"Berserker 3, Scout 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zfIrcRQFcK2rPGgT"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Berserker%20Technique.webp","effects":[]} {"_id":"kbN0CSXPaTs3mfan","name":"Mounted Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers
You are trained in the use of powers while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

\n
    \n
  • When you cast a power targeting yourself, you can also affect your mount with the power.
  • \n
  • You have advantage on melee force or tech attack rolls against any unmounted creature that is smaller than your mount.
  • \n
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • \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":"4th Level","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":6900000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Mounted%20Caster.webp","effects":[]} {"_id":"l16JW8IL3N6NSivU","name":"War Caster","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: The ability to cast force or tech powers
You've practiced casting powers in the midst of combat, learning techniques that grant you the following benefits:

\n
    \n
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a power when you take damage.
  • \n
  • Once per round, when a hostile creature provokes an opportunity attack from you, you can use your reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.
  • \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":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5004688,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/War%20Caster.webp","effects":[]} {"_id":"lWHtIoW012u1QQ53","name":"Resilient","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Choose one ability score. You gain the following benefits:

\n
    \n
  • Increase the chosen ability score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in saving throws using the chosen ability.
  • \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":3900000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Resillient.webp","effects":[]} +{"_id":"ltPootGTI5v8QQt5","name":"Engineering Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in engineer and at least 3 levels in fighter

\n

You've learned to blend the artistry of your engineering discipline with the prowess of your fighter specialty. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your fighter levels to your engineer levels when determining the size of your Potent Aptitude die and the number of uses of your Potent Aptitude feature.
  • \n
  • You can add your engineer levels to your fighter levels when determining the number of hit points you regain from your Second Wind feature.
  • \n
","chat":"","unidentified":""},"requirements":"Engineer 3, Fighter 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.8kCUSHU652rm4dPP"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Engineering%20Specialist.webp","effects":[]} {"_id":"m5FKO0ltZGdxtadH","name":"Entertainer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have a natural gift for performing and competing. Select one gaming set or musical instrument. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the chosen gaming set or musical instrument. If you are already proficient with it, you instead gain expertise with it.
  • \n
  • While playing your chosen instrument or game, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have advantage on Wisdom (Insight) checks to read the emotions of those you performed for or competed against. You can select this feat multiple times. Each time you do so, you must choose a different gaming set or musical instrument.
  • \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":8000000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Entertainer.webp","effects":[]} +{"_id":"mL4kwXiLiD40nd9F","name":"Fighter Calling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in fighter and at least 3 levels in sentinel

\n

You've learned to blend the prowess of your fighter specialty with the focus of your sentinel calling. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your sentinel levels to your fighter levels when determining the number of hit points you regain from your Second Wind feature.
  • \n
  • You can add your fighter levels to your sentinel levels when determining the size of your Kinetic Combat die.
  • \n
","chat":"","unidentified":""},"requirements":"Fighter 3, Sentinel 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.8ADMRtN9xHXMZwOK"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Fighter%20Calling.webp","effects":[]} {"_id":"mNHz5us4zXnegeR5","name":"Companion Keeper","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You gain the services of a companion. Choose one of the companion nature options, detailed later in this chapter.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"4th Level","recharge":{"value":null,"charged":false}},"folder":"dFnKIJCGmpjqdA2C","sort":5200000,"flags":{},"img":"systems/sw5e/packs/Icons/Feats/Companion%20Keeper.webp","effects":[]} +{"_id":"oYWQbjFyCZpWezpT","name":"Berserker Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in berserker and at least 3 levels in scholar

\n

You've learned to blend the fury of your berserker approach with the ingenuity of your academic pursuit. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your scholar levels to your berserker levels when determining the number of times you can enter a rage and the bonus to weapon damage rolls while raging.
  • \n
  • You can add your berserker levels to your scholar levels when determining the size of your Superiority Dice and the number of Superiority Dice you have.
  • \n
","chat":"","unidentified":""},"requirements":"Berserker 3, Scholar 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.QKGpLrjG9Ms6ochb"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Berserker%20Pursuit.webp","effects":[]} {"_id":"odprUVlMYRnJ4OOJ","name":"Dungeon Delver","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

\n
    \n
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • \n
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • \n
  • You have advantage on saving throws made to avoid or resist traps.
  • \n
  • You have resistance to the damage dealt by traps.
  • \n
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.
  • \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":1800000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Dungeon%20Delver.webp","effects":[]} {"_id":"ozWdapIWplYGXv7g","name":"Snappy Interjection","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've mastered a quick tongue to aid your allies. You gain the following benefits:

\n
    \n
  • Increase your Charisma score by 1, to a maximum of 20.
  • \n
  • Once per short or long rest, when an ally makes an attack roll, an ability check or a saving throw, you can spend your reaction to give them advantage on the roll.
  • \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":4850000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"ozWdapIWplYGXv7g","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Snappy%20Interjection.webp","effects":[{"_id":"h2MlptVtQI3R91ye","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.cha.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/Snappy%20Interjection.webp","label":"Snappy Interjection","tint":"","transfer":true}]} {"_id":"p22Fu1TzzQ0zG6KI","name":"Climber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You excel at scaling cliffsides, hills, trees, and general climbing. You gain the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • You gain a climbing speed equal to your movement speed.
  • \n
  • You have advantage on ability checks and saving throws to avoid falling off or down while climbing.
  • \n
  • You can spend 5 minutes instructing, pointing out handholds, and guiding other creatures before making a climb. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you. Each creature can add a 1d6 to any ability check or saving throw they make for that climb.
  • \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":1700000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"p22Fu1TzzQ0zG6KI","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Climber.webp","effects":[{"_id":"zt1XYCCaDg29dB35","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.movement.climb","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/Climber.webp","label":"Climber","tint":"","transfer":true}]} {"_id":"p9p9uvgtw0as7ecU","name":"Relentless Pursuer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: at least 3 levels in berserker

\n

You've harnessed a new level of persistence, granting the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.
  • \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":"","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":5600000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Relentless%20Pursuer.webp","effects":[]} {"_id":"q7ahgoAYWA5ghy81","name":"Tiny Terror","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: Strength 13, size Tiny
Despite falling below knee height of other species, your size has less impact on your strength and virility. You gain the following benefits:

\n
    \n
  • Increase your Strength score by 1, to a maximum of 20.
  • \n
  • Your speed increases by 5 feet.
  • \n
  • You lose the Pintsized special trait, and you are no longer limited to +3 when determing your bonus to attack and damasge rolls for weapon attacks using Strength due to the Puny special trait.
  • \n
  • You gain the Undersized special trait:

    Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, you can only wield it in two-hands.
  • \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":5012500,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":1,"itemId":"q7ahgoAYWA5ghy81","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.attributes.speed.value","value":"5","mode":"+","targetSpecific":false,"id":2,"itemId":"q7ahgoAYWA5ghy81","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Tiny%20Terror.webp","effects":[{"_id":"UDRjGgS1kz9N91VB","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.movement.walk","value":5,"mode":2,"priority":20},{"key":"flags.sw5e.pintsized","value":"0","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/Feats/Tiny%20Terror.webp","label":"Tiny Terror","tint":"","transfer":true}]} {"_id":"qW28id0DXW7FjT6V","name":"Crushing Weapon Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You master the greatsaber, techaxe, techstaff, vibroaxe, vibroknuckler, vibromace, and vibrosword. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

\n
    \n
  • You gain a +1 bonus to the weapon's attack rolls.
  • \n
  • Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to knock the target prone. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability). If you win the contest, the target is knocked prone.
  • \n
  • Once per round, when you use your reaction to make a melee weapon attack, you have advantage on the attack roll.
  • \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":5000000,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Feats/Crushing%20Weapon%20Specialist.webp","effects":[]} +{"_id":"rid1xN6ROEyYOySe","name":"Academic Calling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in scholar and at least 3 levels in sentinel

\n

You've learned to blend the ingenuity of your academic pursuit with the focus of your sentinel calling. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your sentinel levels to your scholar levels when determining the size of your Superiority Dice and the number of Superiority Dice you have.
  • \n
  • You can add your scholar levels to your sentinel levels when determining the size of your Kinetic Combat die.
  • \n
","chat":"","unidentified":""},"requirements":"Scholar 3, Sentinel 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.Nx7AM5DHjkO0GNbL"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Academic%20Calling.webp","effects":[]} {"_id":"sC2RPRGuIXbzP4Vc","name":"Mobile","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You are exceptionally speedy and agile. You gain the following benefits:

\n
    \n
  • Your speed increases by 10 feet.
  • \n
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • \n
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • \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":3300000,"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.attributes.speed.value","value":"10","mode":"+","targetSpecific":false,"id":1,"itemId":"sC2RPRGuIXbzP4Vc","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Mobile.webp","effects":[{"_id":"AYuCoUXLgXEIy4Zo","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.attributes.movement.walk","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Feats/Mobile.webp","label":"Mobile","tint":"","transfer":true}]} {"_id":"tVElcveiEV69LpMD","name":"Titan's Power","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You have the strength that legends tell of, granting the following benefits:

\n
    \n
  • You gain proficiency in Strength saving throws. If you are already proficient in them, you add double your proficiency bonus to Strength saving throws you make.
  • \n
  • You ignore the two-handed property of weapons with which you are proficient.
  • \n
  • When you miss with a melee weapon attack, the creature takes damage equal to your Strength modifier. This damage is of the same type as the weapon's damage.
  • \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":"Strength 20, level 12","recharge":{"value":0,"charged":true},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"folder":"dFnKIJCGmpjqdA2C","sort":4857813,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Feats/Titan%27s%20Power.webp","effects":[{"_id":"364INNg0IvDPOWqC","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.abilities.str.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/Titan%27s%20Power.webp","label":"Titan's Power","tint":"","transfer":true}]} {"_id":"tc0x7wRpNsW1O2Zz","name":"Prone Combatant","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

You've practiced fighting while prone, gaining the following benefits:

\n
    \n
  • Increase your Dexterity score by 1, to a maximum of 20.
  • \n
  • You gain a crawling speed equal to your movement speed.
  • \n
  • You no longer have disadvantage on ranged attack rolls against targets within 30 feet.
  • \n
  • When you attempt to hide on your turn while prone, you can opt to not move on that turn. If you avoid moving, you are considered lightly obscured. You lose this benefit if you move or stand up, 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. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
  • \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}]} @@ -95,6 +135,10 @@ {"_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
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You lose the Force Insensitive special trait.
  • \n
  • You can cast the sense force force power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for this power.
  • \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
    \n
  • You gain proficiency in Dexterity saving throws. If you are already proficient in them, you add double your proficiency bonus to Dexterity saving throws you make.
  • \n
  • Weapons that lack the two-handed or special properties are considered to have the finesse property for you.
  • \n
  • Opportunity attacks made against you have disadvantage.
  • \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
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You gain proficiency with the chosen tool. If you are already proficient with it, you instead gain expertise with it.
  • \n
  • When you craft something with the chosen tool, the total market value you can craft increases 50 cr per day. If you have expertise with it, the market value instead increases by 100 cr per day.
  • \n
  • If you use the tool you've selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to. You can select this feat multiple times. Each time you do so, you must choose a different set of artisan's implements.
  • \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":"w2VDYMSS9FmqAYFF","name":"Scout Calling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in scout and at least 3 levels in sentinel

\n

You've learned to blend the knack of your scout technique with the focus of your sentinel calling. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your sentinel levels to your scout levels when determining the size of your Ranger's Quarry die and the duration of your Ranger's Quarry feature.
  • \n
  • You can add your scout levels to your sentinel levels when determining the size of your Kinetic Combat die.
  • \n
","chat":"","unidentified":""},"requirements":"Scout 3, Sentinel 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.au8P4MNO1hTfbB23"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Scout%20Calling.webp","effects":[]} +{"_id":"xaESqag9S7ivxWNw","name":"Fighter Focus","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in fighter and at least 3 levels in guardian

\n

You've learned to blend the prowess of your fighter specialty with the expertise of your guardian focus. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your guardian levels to your fighter levels when determining the number of hit points you regain from your Second Wind feature.
  • \n
  • You can add your fighter levels to your guardian levels when determining the your amount of Focused Strikes dice.
  • \n
","chat":"","unidentified":""},"requirements":"Fighter 3, Guardian 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.XfT7QUdpfD2C16OE"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Fighter%20Focus.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
    \n
  • Increase your Charisma score by 1, up to a maximum of 20.
  • \n
  • You have advantage on Charisma (Persuasion) and Charisma (Deception) checks when attempting to barter or trade.
  • \n
  • You are always aware of the current monetary value for any unenhanced or common enhanced item. Whenever you identify an item, you gain a rough estimate of its current monetary value.
  • \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
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • Once per turn, whenever you roll a Kinetic Combat die, you can roll the die twice and take either total.
  • \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":"z8UXCrEGMeyqHQUE","name":"Engineering Focus","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in engineer and at least 3 levels in guardian

\n

You've learned to blend the artistry of your engineering discipline with the expertise of your guardian focus. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your guardian levels to your engineer levels when determining the size of your Potent Aptitude die and the number of uses of your Potent Aptitude feature.
  • \n
  • You can add your engineer levels to your guardian levels when determining the your amount of Focused Strikes dice.
  • \n
","chat":"","unidentified":""},"requirements":"Engineer 3, Guardian 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.qQtBWlf36I0bREJo"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Engineering%20Focus.webp","effects":[]} +{"_id":"zIgrm924baVG33Y1","name":"Guardian Calling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"feat","data":{"description":{"value":"

Prerequisite: At least 3 levels in guardian and at least 3 levels in sentinel

\n

You've learned to blend the expertise of your guardian focus with the focus of your sentinel calling. You gain the following benefits:

\n
    \n
  • Increase an ability score of your choice by 1, to a maximum of 20.
  • \n
  • You can add your sentinel levels to your guardian levels when determining the your amount of Focused Strikes dice.
  • \n
  • You can add your guardian levels to your sentinel levels when determining the size of your Kinetic Combat die.
  • \n
","chat":"","unidentified":""},"requirements":"Guardian 3, Sentinel 3","source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.Fsye0Rc6ebAT8q37"}},"img":"systems/sw5e/packs/Icons/Feats/MC-Guardian%20Calling.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
    \n
  • Increase your Dexterity score by 1, to a maximum of 20.
  • \n
  • You gain proficiency in the Stealth skill. If you are already proficient in it, you instead gain expertise in it.
  • \n
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
  • \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}]} From 12887a3bc725fdac6a565049f0bce6af679d9261 Mon Sep 17 00:00:00 2001 From: TJ Date: Fri, 16 Jul 2021 14:54:31 -0500 Subject: [PATCH 04/19] Add charges to slug cartridges --- packs/packs/adventuringgear.db | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/packs/packs/adventuringgear.db b/packs/packs/adventuringgear.db index 8a36a25c..e04ed3b3 100644 --- a/packs/packs/adventuringgear.db +++ b/packs/packs/adventuringgear.db @@ -95,7 +95,7 @@ {"name":"Thermal Detonator","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

Thermal detonators are palm-sized, spherical, and extremely deadly explosive weapons. In addition to being surprisingly powerful for their size, they can only be turned off by whoever turned them on. Thermal detonators have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d6 fire and 2d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":750,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"],["2d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"improv","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Explosive/Thermal%20Detonator.webp","_id":"qiLWpJa33pythE4J"} {"name":"Hydrospanner","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":2,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Utility/Hydrospanner.webp","_id":"rL1D14LmLu43gUDj"} {"name":"Kloo Horn","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":330,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Musical%20Instrument/Kloo%20Horn.webp","_id":"txKO9MDEwindPjME"} -{"name":"Slug Cartridge","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

Slug cartridges are ammunition for blaster weapons that deal kinetic damage. When you reload a weapon that uses cartridges, you can reload any number of cartridges up to the weapon’s reload number as a part of the same action.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0,"price":2,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Slug%20Cartridge.webp","_id":"u4xaL0xLRJobIj30"} +{"name":"Slug Cartridge","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

Slug cartridges are ammunition for blaster weapons that deal kinetic damage. When you reload a weapon that uses cartridges, you can reload any number of cartridges up to the weapon’s reload number as a part of the same action.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0,"price":2,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":240,"max":240,"per":"charges","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Slug%20Cartridge.webp","_id":"u4xaL0xLRJobIj30"} {"name":"Yarrock","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

Yarrock is a strong hallucinogen which is said to instill a creature with a clear vision of “the meaning of life”, granting a boost to confidence. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Charisma. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0.16,"price":85,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Add to ability check, attack roll, or saving throw using Charisma.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Spice/Yarrock.webp","_id":"uSzMnQlBpw5rhDcF"} {"name":"Glitterstim","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d4 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 13 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d4 and subtract the result when making an ability check, attack

\n

roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 13 Constitution saving throw to resist addiction.

","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":0.16,"price":95,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Add to ability check, attack roll, or saving throw using Intelligence.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"d4","save":{"ability":"con","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Spice/Glitterstim.webp","_id":"uUjV9Ay7TxLOtXVw"} {"name":"Forgery Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":5,"price":150,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Kit/Forgery%20Kit.webp","_id":"uoNaJRSb7ocwldUu"} From a5531f93cb22e044dc88dfd672327ba59b1ff3a4 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Wed, 28 Jul 2021 12:29:16 -0400 Subject: [PATCH 05/19] "My Dudes" Update - 7/22/2021 + Adds Tognath and associated artwork to the Species compendium. --- packs/Icons/Species/Tognath.webp | Bin 0 -> 6098 bytes packs/packs/species.db | 3 +-- 2 files changed, 1 insertion(+), 2 deletions(-) create mode 100644 packs/Icons/Species/Tognath.webp diff --git a/packs/Icons/Species/Tognath.webp b/packs/Icons/Species/Tognath.webp new file mode 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Biology and Appearance

\n

Arkanians are a robust near-human species with solid white eyes and clawed, four-fingered hands.

\n

Arkanians are capable of seeing into the infrared spectrum, and their eyes are sensitive to sources of extreme heat. This proved helpful on their dark and frigid homeworld, but when traveling offworld, many must wear blinders on planets with hotter, younger suns. It is not unheard of for arkanians to undergo genetic or cybernetic manipulation of their own bodies, enhancing themselves so as to be better than \"lesser\" species.

\n

Society and Culture

\n

Arkanians are notoriously arrogant, a trait which came from generations of producing some of the galaxy's greatest advancements in genetics. Their homeworld, Arkania, has vast quantities of precious gems; thus, the Arkanians have never wanted for much in trade. This wealth went into funding their ambitious scientific projects, the most elaborate of which take generations to be completed.

\n

Many Arkanians have come to see their species as the pinnacle of evolution, and amongst the most—if not the most—intelligent beings in the galaxy. Those species that are not already put off by their aloof nature often fear them, as tales of \"mad scientists\" and horrific experiments tend to surround them.

\n

Names

\n

Arkanian names are simultaneously dignified and succinct. Surnames are familial.

\n

  Male Names. Arkoh, Hyrim, Zeta, Suprin

\n

  Female Names. Shenna, Elizie, Cratala, Hanna

\n

  Surnames. Focela, Barzane, Nasdra, Athacorr

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

\n

Age. Arkanians reach adulthood in their late teens and live about 100 years.

\n

Alignment. Due to their arrogance and unscrupulous experimentation, arkanians tend towards lawful dark side, though there are exceptions.

\n

Size. Arkanians typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arkanian Brilliance. Whenever you make an Intelligence ability check, attack roll, or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled, but before the DM determines if you’ve passed or failed the check. You cannot do so again until you complete a short or long rest.

\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

Honed Mind. You have advantage on Intelligence, Wisdom, and Charisma saving throws.

\n

Infrared Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

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.

\n

Languages. You can speak, read, and write Galactic Basic and Arkanian. Arkanian, when spoken, has an airy tone, and is regarded as one of the most difficult written languages to learn.

"},"skinColorOptions":{"value":"Tan"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Four clawed digits, extreme intelligence, infrared vision"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Arkania"},"slanguage":{"value":"Arkanian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Arkanian.webp","effects":[{"_id":"s3slbKvtOar4zl7y","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"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":20},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":20},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"arkanian","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Arkanian","mode":5,"priority":20},{"key":"flags.sw5e.sunlightSensitivity","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/Arkanian.webp","label":"Arkanian","tint":"","transfer":true}]} {"_id":"2sHf9udZnpQClc8V","name":"Gran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gran can easily be identified by their three eyes and their goat-like snout. Female Gran also have three breasts. They have excellent vision, able to resolve more colors than most species, and even able to see into the infrared, thus they are able to sense one another's emotions and disposition by noting subtle changes in body heat and skin color. Gran have two stomachs, having evolved from herbivorous grazing animals who lived in herds on the mountains and highlands of Kinyen. A single meal can take almost an entire day to finish, after that a Gran does not often need to eat for several days.

Society and Culture

The peaceful nature of Gran society is a reflection of their homeworld, Kinyen. Kinyen boasted large and rolling grasslands and highlands, a dense and beautiful forest, and one of the longest and clearest rivers in the Bes Ber Bikade sector. The beauty of this planet, and the need for primitive Gran to band together for defense against predatory animals, helped the Gran develop strong bonds of home and family in their society. \r\n\r\nThe Grans are also very protective of their families, and were some of the most devoted parents in the galaxy. This is because of their very powerful and sensitive sight, which can sense the emotions of their mates and their children. Gran society maintains its balance by setting up strict career quotas, and making sure young Gran are educated for a specific job that best served his or her talents.

Names

Gran names typically are monosyllabic and accompanied by a surname, which is familial.

  Male Names. Ask, Dree, Ree, Pax, Nic

  Female Names. Yan, Alijia, Meeb, Sir, Zeek

  Surnames. Moe, Leem, Yees, Wix, Naaq","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Gran reach adulthood around their late teens and live up to 80 years.

Alignment. Gran highly organized society cause them to tend toward lawful alignments, though there are exceptions..

Size. Gran typically stand between 5 and 6 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Slow Metabolism. You are able to go a number of days without food equal to 3 + twice your Constitution modifier before suffering exhaustion.

Keen Sight. Through use of infrared vision, you have advantage on Wisdom (Perception) checks that rely on sight.

Reader of Hearts. Through identifying subtle variations in a target's body heat, the Gran are able to better understand their emotions and intentions. You are proficient in the Insight 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 Gran. It is rare to hear Gran spoken on any world other than Kinyen.

"},"skinColorOptions":{"value":"Blue or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, purple"},"distinctions":{"value":"Three eyes and goat-like snout"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kinyen"},"slanguage":{"value":"Gran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gran","mode":"=","targetSpecific":false,"id":1,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gran","mode":"+","targetSpecific":false,"id":8,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Gran.webp","effects":[{"_id":"2cpzxKWagRwrN2wf","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Gran","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":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.ins.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gran","mode":0,"priority":0},{"key":"flags.sw5e.toughness","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/Gran.webp","label":"Gran","tint":"","transfer":true}]} +{"_id":"490M9dqhhD9D5yWY","name":"Tognath","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Tognath are a sentient species native to Yar Togna. Yar Togna is a foul-smelling, high-gravity planet with a toxic, fume-saturated atmosphere. As a result, tognath wear a breathing apparatus to process the oxygen content in a planet's atmosphere. The tognath have a striking look thanks to their insectoid and mammalian characteristics; another factor is their having both an endo- and exoskeleton. They also possess a very primitive nervous system, which provides them with immunity to most pain (a helpful trait in combat). Tognath begin life as larvae born from egg clutches hatched in a suspension jelly, and latch onto one of their parents, feeding directly from their bloodstream. While in that jelly, two or more eggs (not necessarily from the same parent) sometimes graft together, thus creating a bond that continues throughout the life of the eggmates. Six months later, parents visit a nursery tree, where the young detatch from them and spin a cocoon. Within, the offspring undergo a metamorphosis, developing both their skeletons to resist the high gravity and pressures of Yar Togna.

\n

Society and Culture

\n

Tognath live in stilted homes with lava channels near the main mountain range of Yar Togna, where they have access to mountain springwater. Most of tognath society believes that mate selection and egg laying should occur late in life, after having dedicated most of one's prime years to a career. This means that parents are generally retired and dote on their children relentlessly, often homeschooling them after their transformation.

\n

Names

\n

Tognath use generally simple, non-gendered names, without bothering with surnames.

\n

  First Names. Darjia, Essec, Irion, Tathak

","chat":"","unidentified":""},"source":"EC","traits":{"value":"

Ability Score Increase. Your Strength, Dexterity, and Constitution scores increase by 1.

\n

Age. Tognath reach adulthood by 10 and live less than a century.

\n

Alignment. Tognath are famously dedicated and hard workers, causing them to tend towards balanced alignments, though there are exceptions.

\n

Size. Tognath typically stand 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Crafters. You have proficiency with with one set of artisan’s implements of your choice.

\n

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

\n

Foreign Biology. You cannot breathe oxygen. The tognath have created a breathing apparatus to negate the negative effects of living in an oxygen rich environment, but if your mask is removed while you are in such an environment, you lose consciousness.

\n

Life in the Void. You can survive for one hour within the vacuum of space.

\n

Primitive Nerves. Because of their primitive nervous systems, tognath are immune to most pain, letting them shrug off major injuries. You have resistance to necrotic damage. Additionally, when you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

\n

Vocalizer. Tognath vocal cords are not made for oxygen rich environments, and rely on a vocalizer to communicate effectively with other species. If your vocalizer is removed or destroyed, your voice becomes quiet and difficult to understand.

\n

Languages. You can speak, read, and write Tognath. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Tan or cream"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Breathing apparatus, endo- and exoskeletons"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Yar Togna"},"slanguage":{"value":"Tognath"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"planguage":{"value":""},"droidDistinctions":{"value":""},"droidLanguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Compendium.hgttg.heretics-guide-to-the-galaxy.aOgkU2iXXt1je5se"}},"img":"systems/sw5e/packs/Icons/Species/Tognath.webp","effects":[{"_id":"ZuaX9Ve15bYpNKkv","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.species","value":"Tognath","mode":5,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"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.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":20},{"key":"flags.sw5e.foreignBiology","value":"1","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Tognath","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/hgttg/packs/Icons/Tognath.webp","label":"Tognath","tint":"","transfer":true}]} {"_id":"4RztmQJm1WykEeqS","name":"Kubaz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Kubaz are distinctive for their short, prehensile facial snouts which were used for reaching insects within their hives. They have adapted to their sun-scorched, vegetation-deprived world by learning to survive off their world's native insect population. Filled with two rows of teeth for gnashing their food, the Kubaz trunk also functions as a highly sensitive nose. Due to living on their homeworld of Kubindi—a planet which orbits a blue star—Kubaz are highly sensitive to red wavelengths; when traveling to planets with a red or yellow star, Kubaz are forced to don protective eyewear to avoid damaging their sensitive eyes.

\n

Society and Culture

\n

The Kubazi society is based on a clan structure which dwell in underground nests. Ruled by a queen, each clan takes the name of their queen they are descended from. Developing a non-verbal language of hand gestures which indicated their intentions, Kubaz are able to speak Galactic Basic, though with a strong nasally accent. When interacting with other species, some Kubaz will share certain hand signals with non-Kubaz in order to ease communications. Obsessed with tact and decorum, the Kubaz place a high emphasis on the family unit and proper courtesies, displaying truthfulness to a fault. Valuing art and literature with such vigor as to sometimes practice smuggling of great works, the Kubaz do not find such pursuits to be wrong or unlawful. Due to their diet on Kubindi, the Kubaz have poor relations with sentient insectile species.

\n

Names

\n

Kubaz names are usually dominated by harsher sounds, but some names lean more melodic. Surnames are clan-based.

\n

  Male Names. Shaf, Rizor, Duldril, Kurn, Schnaldiz

\n

  Female Names. Zhanro, Dizi, Tavo, Agoz, Nuzrem

\n

  Surnames. Re, Eadzan, Hai, Khu'nar, Mairvuc, Va

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kubaz reach adulthood in their early teens and live less than a century.

Alignment. Kubaz' courteous nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Kubaz typically 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.

Art Obsession. Whenever you make an ability check related to the acquisition or location of art or valuables, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

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.

Deft Hand. You have proficiency in one of the following skills: Deception, Sleight of Hand, or Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Slicer. You have proficiency with the Technology skill and the slicer's kit.

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.

Languages. You can speak, read, and write Galactic Basic and Kubazian. Kubazian is comprised of a unique series of whirring, nasally syllables, causing Kubaz to have a high-pitched accent when speaking other languages.

"},"skinColorOptions":{"value":"Black, dark grey, or dark green"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Prehensile snouts, protective eyewear"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kubindi"},"slanguage":{"value":"Kubazian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kubaz","mode":"=","targetSpecific":false,"id":1,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kubazian","mode":"+","targetSpecific":false,"id":10,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"slic","mode":"+","targetSpecific":false,"id":11,"itemId":"CQynRq1eakOfEG2w","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kubaz.webp","effects":[{"_id":"KTMeZ69AIhp6lmIz","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Kubaz","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":120,"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":"kubazian","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"slic","mode":0,"priority":0},{"key":"flags.sw5e.sunlightSensitivity","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kubaz.webp","label":"Kubaz","tint":"","transfer":true}]} {"_id":"55HlvBsEXuAkHOXk","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":"5eXS9vuPMHw1GEqA","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":"EC"},"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,"specialDuration":[]}},"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":5,"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.attributes.senses.darkvision","value":60,"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":0,"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}]} @@ -119,5 +120,3 @@ {"_id":"ynuvnI54pMKLwF2a","name":"Echani","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Echani are characterized by their white skin, hair, and eyes, and their remarkable tendency to look very much alike one another to outside observers, particularly amongst family members. It is thought that their origins stem from Arkanian experimentation on the human genome, a hypothesis that could explain their physical conformity.

Society and Culture

A matriarchal, caste-based society originating from the Inner Rim world of Eshan, the echani spread to encompass a confederacy of six worlds including Bengali and Thyrsus, known as the Six Sisters, governed by the all-female Echani Command. \r\n\t\r\nEchani generals are sometimes seen by others as having the ability to predict their opponent's next move. This is no biologicial trait inherent to the species, but rather stems from the fact that combat is so ingrained into every level of echani culture; the echani hold to the idea that combat is the truest form of communication, and to know someone fully, you must fight them. While their combat rituals require complete freedom of movement and unarmed martial arts, in warfare, they tend towards light armor and melee weapons, and are considered excellent craftsmen of such.

Names

Echani names tend to lack hard consonants, but are otherwise as variable as human ones. Echani surnames are tied directly to their place in the caste system.

  Male Names. Caelian, Inarin, Losor, Uelis, Yusanis

  Female Names. Astri, Brianna, Isena, Raskta, Senriel

  Surnames. Authal, Elysi, Fenni, Kinro, Lsu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Echani reach adulthood in their late teens and live less than a century.

\n

Alignment. Echani culture's emphasis on honor and combat cause them to tend towards lawful alignments, though there are exceptions.

\n

Size. Echani stand between 5 and a half and 6 feet tall and weigh around 150 lbs, with little variation between them. Your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Allies of the Force. Whenever you make a Wisdom (Insight) check against someone you know to wield the Force, you are considered to have expertise in the Insight skill.

\n

Combative Culture. You have proficiency in Lore and Acrobatics.

\n

Echani Art. If a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target's Charisma (Deception). On a success you learn one of the following traits about that creature: it's Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest.

\n

Martial Upbringing. You have proficiency in light armor, and gain proficiency with two martial vibroweapons of your choice.

\n

Unarmed Combatant. Your unarmed strikes deal 1d6 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.

\n

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.

"},"skinColorOptions":{"value":"Pale tones"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Silver"},"distinctions":{"value":"Fair skin, white hair and eyes, remarkable familial similarity."},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Eshan"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Echani","mode":"=","targetSpecific":false,"id":1,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":8,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Echani.webp","effects":[{"_id":"HNBMxZCToQEy6PSr","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Echani","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"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/Echani.webp","label":"Echani","tint":"","transfer":true}]} {"_id":"yyCUAG4cUUKh4IUz","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":"EC"},"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":"zKpCsa8WCfz9abwv","name":"Killik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Killiks possess a strong chitinous exoskeleton that is glossy and greenish with their carcasses capable of surviving thousands of years of erosion as seen by the colonists of Alderaan. The exoskeleton also contains a number of spiracles which served as their way of breathing. Typically, these Human-sized hive creatures have four arms with each ending in a powerful three-fingered claw. They stand on two stout legs that are capable of leaping great distances. Killiks can communicate with other Killiks through use of pheromones.

\n

Society and Culture

\n

The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Killiks are also peaceful in nature. Their telepathic connection is capable of extending to other species which includes non-insectoids. A willing creature can submit to this telepathy to become a Joiner. They effectively become another vessel of the hive mind. Killiks lose connection to their hive mind at great distances. Those who voluntarily leave the hive mind are referred to as Leavers. It is rare that they are allowed to rejoin their hive without reason.

\n

Names

\n

Killiks are a hive-mind insectoid that typically don't use names. On the off chance they do, it's usually an incomprehensible series of clicking noises. They are receptive to nicknames given by others.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Killiks reach adulthood in their 40s and live an average of 200 years.

Alignment. Killiks' willingness to brainwash or kill their enemies cause them to tend towards the dark side, though there are exceptions.

Size. Killiks 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.

Four-Armed. Killiks 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).

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

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.

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 Killik. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, chestnut, green, red, scarlet, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or orange"},"distinctions":{"value":"Chitinous armor, mandibles projected from face, four arms ending in long three toed claws protrude from their torsos"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alderaan"},"slanguage":{"value":"Killik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Killik","mode":"=","targetSpecific":false,"id":1,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"killik","mode":"+","targetSpecific":false,"id":8,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Killik.webp","effects":[{"_id":"EWQOMXrZbfi4zSPF","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Killik","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"killik","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"flags.sw5e.strongLegged","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Killik.webp","label":"Killik","tint":"","transfer":true}]} -{"_id":"J7HJQkcvghtwMAdF","name":"Anzellan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms. Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.

\n

Society and Culture

\n

Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces. Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.

\n

Names

\n

Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.

\n

  Male Names. Babu, Gridel, Moru, Rano, Yodel

\n

  Female Names. Dibi, Fing, Nooni, Teena, Zazi

\n

  Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.

Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.

Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.

Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.

Speed. Your base walking speed is 20 feet.

Crafters. You have proficiency in one tool of your choice.

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.

Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.

Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.

Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Technician. You are proficient in the Technology skill.

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, create a soothing melody for 1 minute. 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.

Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.

","source":"Expanded Content"},"skinColorOptions":{"value":"Brown, green, or tan"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Diminutive size, wispy eyebrows"},"heightAverage":{"value":"1'0\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"3 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Anzella"},"slanguage":{"value":"Anzellan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Anzellan","mode":"=","targetSpecific":false,"id":1,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"tin","mode":"=","targetSpecific":false,"id":3,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"anzellan","mode":"+","targetSpecific":false,"id":9,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Anzellan.webp","effects":[{"_id":"ZGdzAq1Gl4xaxDRD","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Anzellan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"tiny","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":20,"mode":5,"priority":5},{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.custom","value":"Tinker's tools","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"anzellan","mode":0,"priority":0},{"key":"flags.sw5e.detailOriented","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.pintsized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.puny","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.tinker","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/Anzellan.webp","label":"Anzellan","tint":"","transfer":true}]} -{"_id":"J7HJQkcvghtwMAdF","name":"Anzellan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms. Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.

\n

Society and Culture

\n

Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces. Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.

\n

Names

\n

Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.

\n

  Male Names. Babu, Gridel, Moru, Rano, Yodel

\n

  Female Names. Dibi, Fing, Nooni, Teena, Zazi

\n

  Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.

Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.

Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.

Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.

Speed. Your base walking speed is 20 feet.

Crafters. You have proficiency in one tool of your choice.

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.

Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.

Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.

Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Technician. You are proficient in the Technology skill.

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, create a soothing melody for 1 minute. 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.

Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.

","source":"Expanded Content"},"skinColorOptions":{"value":"Brown, green, or tan"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Diminutive size, wispy eyebrows"},"heightAverage":{"value":"1'0\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"3 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Anzella"},"slanguage":{"value":"Anzellan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Anzellan","mode":"=","targetSpecific":false,"id":1,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"tin","mode":"=","targetSpecific":false,"id":3,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"anzellan","mode":"+","targetSpecific":false,"id":9,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Anzellan.webp","effects":[{"_id":"ZGdzAq1Gl4xaxDRD","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Anzellan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"tiny","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":20,"mode":5,"priority":5},{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.custom","value":"Tinker's tools","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"anzellan","mode":0,"priority":0},{"key":"flags.sw5e.detailOriented","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.pintsized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.puny","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.tinker","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/Anzellan.webp","label":"Anzellan","tint":"","transfer":true}]} From d04c24191bd6f99c54bec3072cc9c407e7805270 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Thu, 29 Jul 2021 14:51:12 -0400 Subject: [PATCH 06/19] "My Dudes" Updates - 7/29/2021 ^ Updates Artillerist Technique artwork. ^ Updates Path of Witchcraft (Companion) artwork. + Adds Path of Witchcraft and associated artwork to the Archetypes compendium. --- .../Artillerist Technique-Companion.webp | Bin 0 -> 10476 bytes .../Path of Witchcraft - Companion.webp | Bin 0 -> 13666 bytes .../Icons/Archetypes/Path of Witchcraft.webp | Bin 13666 -> 12912 bytes packs/packs/archetypes.db | 6 ++++-- 4 files changed, 4 insertions(+), 2 deletions(-) create mode 100644 packs/Icons/Archetypes/Artillerist Technique-Companion.webp create mode 100644 packs/Icons/Archetypes/Path of Witchcraft - Companion.webp diff --git a/packs/Icons/Archetypes/Artillerist Technique-Companion.webp b/packs/Icons/Archetypes/Artillerist Technique-Companion.webp new file mode 100644 index 0000000000000000000000000000000000000000..a6c7c630dea948e0eb96a595150ca6073ae189f1 GIT binary patch literal 10476 zcmV6xCH_URs%?$I7Q^4xHD zci;Ny>Hq8QxvRnT#H`@M-8FREghQh-MEqDp%_1fxb~|B5EaAxl&@Z_XA^kF(@P;^1 zBiXIH0V3@T`!;ZL92P(qk6rij9KI_rV2I-wWic4Ua@a_2 z-1J{)QUFQowK)*nHgY7fYICZ+yAIQRFR+vW0ODBBj}MkN$!<2BOlUHcNrp0$$z;Nr zBpZeeF5_e7_kLz(X1Esxpn=|gHLaWqKnE4j-hR0E{Cw0!@7ya}=(QGlX1cNgd;PS}n}Se!gzo zR^3+Hw$b|-W6rt6mTkofGwh3*uj`26|DS9yCUIiPf~6%`(wZK&ZBN^1+cq5_$xa3? zrvLvxPUiC(<|!m?Q^zsOY*GJDQ86!Mzj+~x5r}yqONEDN9sAwX_&0>8Eih`zEz?%f zpEc7~sy#01w$kP6_lwrl>aL^BgnLt$U-#6fz~h`6vACUiA>(qCx;M~-9s=~|P0dzP zuepF~D^%|l^;(dm0MWkBBuTU8H18aRL~2N_jR;xCDl;T#WMaxSO82ZnHKtD0ei0M{ zk|e3tf*9~gqC_MTfFdD~(ljyWp0zDONfLe4Tcz^2Qk*v> zsaKo^1!Yp0C;4?&Pyl%a=AYH&3N@mH<@2Obv5-5sXbSwuPaujBTZFE0stUA`~-|M-*c-jImTq zqEP=jq7ifIG*9aQpfO8dfzs5eIIjGDB9@;w?$X#PER)eUS2NMr6s;L+FNuS)vOQ8w zOV^YV5wMVr6!VTB7@$0a-2fDLG}79I^TaC7hDhSEnA=@aCUwHpnzkfloGf^KNVHR{ z5Q#A?j4RGY08&T?RT@zWb1KWkQyy>Te2Un3kytFIMyR2$mW2#*B{DqGjg6c+hK1QV ziSm4V?qzv2avsj(DN8MXaPBPk;L#(ZH3zvKnrRd;$FOjm2q9E$rRHh4Zb8VL6`d6! z6Ep5uoLqeDz^~Sok!f0vYb>*1fRIgy4D_87g=>Z;BZ@IR4Iwo=4+d1QtKAigLS|ve zAcUT3(sQ5`j~^H__XR?Z{pD6-Ed%6C=v2WNk4up9eTdkc?ySz6A2MfM7!ri4>MZ4{ zIIn`@f${n}$p{H@hT1GfH{lF96~*Ssn86GaNJE_f*wV$j6#(7QWLyje=gcY~iAYV(5%Ivd!7SvQr6Do)-F`AuXX`z3Ht$UEvKWDU zR|Q;CMO4ZYPX{ipiVc|u$gv7{`kJzd2x}fRrIvQT7>m=0b}iJ$Mpy0)5Oh418qIMg zE6ie;#nLw!`cPMBL`aQ}iNT;Dww8nhIZ|y_uTX}wAqGiM6pQm9B?WvwF(lIJqt;Vr z=4m+2d=IjSnP6@j3H3I`d4|3jfAgn@5;VpZLJpYQ!kBx627FH#n;b8wNFFnIPP$?PFNtp(PERqf=@B&M^{5Ys^4E%|gXR|ClO|8s`pBhh|#2hy^yo4Ae+Ug~LY# zU|Z@q=&@COh1qeC=R5kw8SjZFj*tRAaC^%Mk+ROl0{*hpX=@8$CEB5Reh;7TywOKYD8y7!5-0FM38%tS0eq-7xi`PZ1}Kd^c3kjqi-UUN=jlqg9ZT|od<)7mN$)p>J8Gy?HwrOYuO-$MkjkV=)ZiDEt&YDpbO z)I$>{o{*#s@dg2un0H6p!9Hwbt3(rAn0>cRWC!pWjH|`_A zOHE&;-huoy0y3G=0Dve;zPY(E&-8)5G$eJgVO7aNvPoE%Iv}dP*|&ENMm7=wvhI>$ zI7Uh1*+5*G9_{x_=B^-+7c;@k9}wdg*jb5Kjc_^@v?^7LR3@AZ2|PL{LDN}l85&Tb z1%f})(N+MjirH~|$hcKNF5+bpgyyjUC}GBvuFpLL(%4ti{$SkQz?5kkD?-AlLpdFN zTl_zc5jX@8urzgBV5nJhpem|W!OX`;9sxkk3>zmzy_P^tXF?)tE*X$o6{e+&E6$rc z$-E?vCIGp_Oh~jPwSa}Z>nQCf0-(SHhGP(JK!|IdN0?1h(hW0!eCD=FR-zDqMwml= z7q2U$5|5nt8&;{n4y2~N25jFmX$YGB$%qkV2{djMF5TGSePW2Tj2&08dsw_@1Yi)s z?N_h4E<%t~p&Obo4eu0G#`~qxgUkTb_LZUs`6Jzk092X70=hK^8bUFSLwEv}IKJPTBGjA*fR088(&q%U@7ZZ$feCUt zRCC9C@brKxWX#2A>ofpG9(uvhHq&0NexN&wC1Y!{#deZlpfI7nWWYrZGZs6%IE)3Cj7 zxUxgUNbObu(DoH(63@##u~Rqpk1;8fUL6vy?^hl*@=sj9Hy&s%1Mam2o-Fiekp
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Crimson Order

\n

Monks of the Crimson Order are unyielding in their resolve. They pledge themselves to a singular entity or belief, and uphold their service with solemnity and diligence.

\n

Crimson Armaments

\n

Beginning when you choose this order at 3rd level, you gain proficiency in light and medium armor. If you are already proficient in light and medium armor, you instead gain proficiency in heavy armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor as long as you are not wielding a shield.

\n

Additionally, you’ve learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.

\n

Crimson Squall

\n

At 6th level, you've learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus to cause the area within 5 feet of you to become difficult terrain for 1 minute. This area travels with you, and creatures within the area can not make opportunity attacks.

\n

At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.

\n

Vigilant Sentinel

\n

Starting at 11th level, when you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

\n

Sovereign Protector

\n

At 17th level, your mastery of focus has allowed you to unlock your fullest potential in combat, tapping into a degree of the force. As a bonus action, you can gain the following effects for 1 minute.

\n
    \n
  • Your speed is doubled.
  • \n
  • Your AC increases by 2.
  • \n
  • You have advantage on Dexterity saving throws.
  • \n
  • You gain an additional action of each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • \n
\n

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

"},"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/Crimson%20Order.webp","effects":[]} {"_id":"6HRxOPMOmOiKmuIG","name":"Adept Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

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":"7NhB6FsBblbiPxB7","name":"Path of Witchcraft","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Path of Witchcraft

\n

The Force connects all living things. Those sentinels who follow the Path of Witchcraft use that connection to summon the aid of nature, both beasts and the elements, adapting them to their will.

\n

Wild Power

\n

Path of Witchcraft: 3rd level

\n

You learn the @Compendium[sw5e.forcepowers.L8CJ1QEXfKztMyCX]{Enfeeble} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

\n

Ichor Conjuring

\n

Path of Witchcraft: 3rd and 11th level

\n

You learn to call the spirits of beasts and grant them ichorous form. Once on each of your turns, when you cast a force power and deal necrotic damage to a creature, you can conjure a familiar within 5 feet of it (no action required). The familiar takes the form of a humanoid or beast made of green, glowing smoke, and it lasts until the start of your next turn.

\n

Your familiar has an AC equal to your universal force save DC, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you regardless of its appearance, and it occupies its own space. On your turn, you can mentally command the familiar to move up to 30 feet in any direction (no action required). If your familiar is every more than 30 feet from you at the end of your turn, it is destroyed. While you have a familiar, you gain the following benefits:

\n
    \n
  • As a bonus action, you can use your magicks to teleport, swapping places with your familiar at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • \n
  • When you take the attack action on your turn, any attack you make with that action can originate from your space or the familiar's space. You make this choice for each attack.
  • \n
  • When a creature that you can see within 5 feet of your familiar moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the familiar's space.
  • \n
\n

Starting at 11th level, you can summon your familiar when you deal damage with any force power, instead of just necrotic damage. Additionally, you can summon your familiar when you use a Force-Empowered Self option on your turn.

\n

Nature's Vigor

\n

Path of Witchcraft: 7th level

\n

You've learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

\n
    \n
  • You ignore difficult terrain caused by nature.
  • \n
  • You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
  • \n
  • You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM's discretion (no action required).
  • \n
\n

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

\n

Waters of Life

\n

Path of Witchcraft: 13th level

\n

You've learned to absorb the fleeting magicks of your familiar. When your familiar is destroyed by taking damage, you can choose to grant temporary hit points equal to 2d8 + your Wisdom or Charisma modifier (your choice) to one friendly creature of your choice you can see within 30 feet.

\n

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

\n

Stormcaller

\n

Path of Witchcraft: 18th level

\n

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

\n
    \n
  • You gain a flying speed equal to your walking speed.
  • \n
  • You have resistance to energy, lightning, and necrotic damage.
  • \n
  • Whenever a hostile creature enters this radius or starts its turn there, it takes 10 lightning damage.
  • \n
\n

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

"},"source":"EC","className":"Sentinel","classCasterType":"Forcecaster","activation":{"cost":null,"type":""},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"core":{"sourceId":"Item.CJaSur3qwueai460"}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Witchcraft.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":[]} {"name":"Teräs Käsi Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Teräs Käsi Order

\n

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

\n

Forredari Stance

\n

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

\n

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

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

These effects end 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

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

\n

Steel Hands Form

\n

Teräs Käsi Order: 6th level

\n

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

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

These effects end 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

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

\n

Matter Over Mind

\n

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

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

Spitting Rawl

\n

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

"},"source":"EC","className":"Monk","classCasterType":""},"flags":{"core":{"sourceId":"Item.8ZPX84rNvnHaPbT5"}},"img":"systems/sw5e/packs/Icons/Archetypes/Teras%20Kasi%20Order.webp","effects":[],"_id":"8H3eJ7yWj6t54MP2"} {"_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
  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • \n
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • \n
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • \n
  • Cause earth, fire, water, or mist that can fit within a 1 foot cube to shape itself into a crude form you designate for 1 minute.
  • \n
\n

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

\n

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

\n

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

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

\n

Figure of Flame

\n

Prerequisite: River of Hungry Flame

\n

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

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

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

\n

Icon of Ice

\n

Prerequisite: Shape the Flowing River

\n

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

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

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

\n

Embodiment of Earth

\n

Prerequisite: Earth Reaches for Sky

\n

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

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

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

\n

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
    \n
  • You create a small earthquake on the ground in a 15 foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1 d6 kinetic damage and is knocked prone.
  • \n
  • You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
  • \n
  • You create a 15 foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1 d10 kinetic damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • \n
  • You create a 15 foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
  • \n
"},"source":"EC","classCasterType":""},"flags":{"core":{"sourceId":"Item.O5AoHo3xLmzUywN0"},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Kro%20Var%20Order.webp","effects":[]} @@ -19,6 +20,7 @@ {"_id":"BEMJgPn6JKghk2zh","name":"Inquisitor Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Inquisitor Technique

\n

Across history, there have been those who live to hunt those who wield the Force, be they Jedi or Sith. Followers of the Inquisitor Technique combine technology with force techniques to track down and eliminate force-wielders. For those practitioners of the Force, they are the greatest adversary.

\n

Whispers of the Force

\n

When you choose this technique at 3rd level, you have learned secrets from a subtle attunement to the force. Choose two force powers of no higher level than your Max Power Level, as shown in the scout class table. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the scout class table.

\n

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

\n

Mark of the Inquisitor

\n

Also at 3rd level, when the target of your Ranger's Quarry feature is within 15 feet of you, you gain the following benefits:

\n
    \n
  • Whenever the creature casts a force power, it must first succeed on a Constitution saving throw against your tech save DC to maintain concentration. On a failed save, the casting is disrupted, the force power fails, and the force points are wasted.
  • \n
  • Whenever the creature starts its turn while concentrating on a force power, it must make a Constitution saving throw against your force save DC to maintain concentration. On a failed save, it loses concentration on the power.
  • \n
\n

At 11th level, the radius of this feature increases to 30 feet.

\n

Sense Force

\n

Beginning at 7th level, you can use your action to gain the benefits of the @Compendium[sw5e.forcepowers.PUHY0RrLsi4tAnZx]{Force Sight} force power until the end of your next turn.

\n

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

\n

Force Resistance

\n

Starting at 11th level, while the target of your Ranger's Quarry feature is within 30 feet of you, you gain the following benefits:

\n
    \n
  • You have advantage on saving throws against force powers they cast.
  • \n
  • You have resistance to damage dealt by force powers they cast.
  • \n
\n

Inquisitor's Wrath

\n

At 15th level, you can cast the @Compendium[sw5e.forcepowers.XYHAKmU4gHSzRK3I]{Force Suppression} and @Compendium[sw5e.forcepowers.LhMmIUjsFrytp0wc]{Sever Force} force powers at 3rd level against the target of your Ranger's Quarry without expending tech points. If they are within 30 feet of you, you have advantage on the forcecasting ability check for these powers.

\n

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

"},"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/Inquisitor%20Technique.webp","effects":[]} {"_id":"BtUr8K0noVfAE11J","name":"Path of Tenacity","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Tenacity

\n

The tenacious are ever mindful that the Force ebbs and flows and use this knowledge to great advantage. Those sentinels who follow the Path of Tenacity use their connection to the Force to draw the opposition's attention while also warding off their attacks, serving as an effective bulwark against even the most implacable of foes.

\n

Protector

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.RfhP3KotZcqIBmC9]{Saber Ward} force power. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, when you cast it, you can spend 2 force points to extend the benefits to creatures of your choice within 5 feet of you while the power is active. The creatures immediately lose this benefit if they move more than 5 feet away from you.

\n

Kinetic Ward

\n

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

\n

If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If @Compendium[sw5e.forcepowers.RfhP3KotZcqIBmC9]{Saber Ward} is active, you have advantage on the attack roll.

\n

Kinetic Bulwark

\n

At 7th level, you can extend your Kinetic Ward to a creature within 5 feet of you when they are hit by a melee weapon attack. If this damage is not reduced to 0, the warded creature takes any remaining damage.

\n

Indomitable

\n

By 13th level, the Force flowing through you makes it harder for movement to be forced upon you. You have advantage on ability checks and saving throws to avoid being grappled or moved. If you fail the saving throw or ability check, you can spend 1 force point to reroll one of the dice once. You must use the new roll.

\n

Additionally, if allies within 5 feet of you are gaining the benefit of your @Compendium[sw5e.forcepowers.RfhP3KotZcqIBmC9]{Saber Ward} force power, they also gain the benefit of this feature.

\n

Kinetic Bastion

\n

At 18th level, you can protect allies even further from you. When a creature within 30 feet of you is hit by a melee weapon attack, you can use your reaction to teleport to them and extend your Kinetic Ward. If this damage is not reduced to 0, the warded creature takes any remaining damage.

\n

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

"},"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%20Tenacity.webp","effects":[]} {"_id":"CRRgJPKHIHD72CEt","name":"Totem Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Totem Specialist

\n

Those fighters who become Totem Specialists tap into a primal attunement to the Force, applying tribal ceremony to create powerful talismans that enhance their abilities.

\n

Bonus Proficiencies

\n

You gain proficiency with your choice of artist's implements or jeweler's implements.

\n

Totem Creation

\n

When you choose this specialty at 3rd level, you've learned to create powerful talismans infused with the Force. Your totems can take the form of sigils painted directly onto your equipment, or adornments attached to it, as you see fit. Regardless of the form they take, only you can benefit from them. You learn two totems of your choice, which are detailed under \"Totems\" below. When you complete a long rest, you can replace one totem you know with a different one.

\n

When you finish a long rest, you can touch a number of weapons, armor, or shields equal to the number of totems you know, affixing a different totem to each object. Your totem remains affixed until you finish a long rest, and an object can only bear one totem at a time. You must be wielding or weanng the object to benefit from a totem affixed to it.

\n

Each totem can be invoked to grant an effect Once you've invoked a totem in this way, you cant do so again until you complete a short or long rest.

\n

Totem Options

\n

The totems are listed in alphabetical order. If a totem requires a saving throw, the DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

\n

Totem of the Acklay

\n

This totem evokes the ferocity of an acklay, granting you advantage on Intelligence (Nature) checks and Charisma (Intimidation) checks.

\n

Additionally, you can invoke the totem as a bonus action. For 10 minutes, your carrying capacity and the weight you can push, drag, or lift doubles, and your Strength score increases by 2 This increase can cause your score to exceed 20.

\n

Totem of the Hawk

\n

This totem is inspired by the visage of a hawk, granting you advantage on Intelligence (Investigation) checks, and darkvision out to a range of 60 feet If you already have darkvision, its range increases by 30 feet.

\n

Additionally, when a creature you can see ends its rum within 30 feet of you, you can use your reaction to invoke the totem and force the creature to make a Constitution saving throw by emitting a powerful sound. Unless the save succeeds, the creature is dazed, suffering from the Charmed condition. While charmed in this way. the creature has a speed of 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze Once you invoke the totem, you cant do so again until you finish a short or long rest. A deaf creature automatically succeeds on its saving throw.

\n

Totem of the Loth-Wolf

\n

This totem emulates the near etherealness of a loth-wolf, granting you advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

\n

Additionally, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the totem and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This ability can transfer the attack regardless of the attack's range.

\n

Totem of the Rancor

\n

This totem bestows a resilience reminiscent of a mighty rancor, granting you advantage on saving throws against being poisoned and resistance to poison damage.

\n

Additionally, you can invoke the totem as a bonus action, gaining resistance to energy and kinetic damage for 1 minute.

\n

Totem of the Sarlacc

\n

This totem channels the experience of an ancient sarlacc, granting you expertise in any tool in which you are proficient.

\n

Additionally, when you hit a creature with a weapon attack, you can invoke the totem to summon the tentacles of the creature: The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the tentacles, the target takes 2d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, tearing free on a success.

\n

Totem of the Vornskr

\n

With this totem you are able to access the Force-enhanced senses of the vornskr, granting you advantage on Wisdom (Survival) checks, and you can't be surprised as long as you are not incapacitated.

\n

Additionally, you can invoke the totem as a bonus action to enter a state of hyper awareness for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

\n

Totemic Might

\n

Also at 3rd level, you can channel the power of your Force awareness temporarily As a bonus action, you can gam the following benefits for 1 minute You can invoke a totem as a part of this same bonus action.

\n
    \n
  • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
  • \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • Your weapon attacks deal an extra 1d6 damage.
  • \n
\n

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

\n

Guardian Spirit

\n

Beginning at 7th level, you learn to invoke your totems to protect your allies When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Wisdom or Charisma modifier (your choice, minimum of +2).

\n

Primal Avatar

\n

At 10th level, you learn a third totem. Additionally, the bonus damage of your Totemic Might feature increases to 1d8. Lastly, you have advantage on Lore checks you make about tribal cultures.

\n

Spirit Guide

\n

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

\n

Blessing of the Tree of Light

\n

At 18th level, you learn how to share your totem's power with your allies. When you use your Totemic Might feature, you can choose one willing creature you can see within 60 feet of you The chosen creature also gains the benefits o f your Totemic Might feature. If you are incapacitated or killed, this effect immediately ends for both of you.

"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"core":{"sourceId":"Item.oDxtC4DxzCWQ5Naq"}},"img":"systems/sw5e/packs/Icons/Archetypes/Totem%20Specialist.webp","effects":[]} +{"name":"Artillerist Technique (Companion)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Artillerist Technique

\n

While some scouts choose to foray alone, others like to have support. Followers of the Artillerist Technique master control of militant constructs, laying waste to the battlefield with their expertise

\n

Bonus Proficiencies

\n

Artillerist Technique: 3rd level
You gain proficiency in artillerist's implements.

\n

Turret Companion

\n

Artillerist Technique: 3rd, 11th, and 17th level
You learn to apply your knowledge to construct and bond with your own portable turret.

\n

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

\n

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

\n
    \n
  • Your turret is a valid target of the tracker droid interface tech power.
  • \n
  • Your turret gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each turret trait in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of turret traits equal to half your Intelligence modifier (rounded up, minimum of one).
  • \n
  • When you would make a weapon attack, you can let your turret make a weapon attack instead.
  • \n
\n

Lastly, while your turret is bonded, within 10 feet of you, and the target of your tracker droid interface tech power, when you cast a tech power with a range of 5 feet or greater, you can cast it as if you were in your turret's space, and the range increases to 10 feet if it isn't greater.

\n

Both the range and radius increase to 30 feet at 11th level, and 60 feet at 17th level.

\n

Mark of the Artillerist

\n

Artillerist Technique: 3rd level
Once per round, when your turret deals damage to the target of your Ranger's Quarry, you can roll your Ranger's Quarry die and add it to the damage roll.

\n

Crisis Management

\n

Artillerist Technique: 7th level
While you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes that doesn't already include it.

\n

Double Up

\n

Artillerist Technique: 11th level
When you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

\n

Battlefront

\n

Artillerist Technique: 15th level
When you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

\n

Generating Your Turret

\n

Your turret is a portable companion that you can upgrade over time.

\n

Your turret uses your Intelligence, Wisdom, and Charisma scores. You assign your turret's Strength, Dexterity, and Constitution scores using a limited standard array (16, 14, 12) as you see fit.

\n

Turret Features

\n

All turrets share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d6 per turret companion level
  • \n
  • Hit Points at 1st Level: 6 + your turret's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your turret's Constitution modifier per turret level after 1st
  • \n
\n

Resistances and Vulnerabilities

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

Features

\n
    \n
  • Armor Class: Your turret uses its Intelligence score for its Armor Class.
  • \n
  • Integrated Weaponry: Your turret has an integrated vibroweapon and blaster with which it can make weapon attacks. Neither weapon can be removed while your turret is not disabled. Your turret's vibroweapon deals 1d8 kinetic damage on a hit. Your turret's blaster has the ammunition (range 100/400) and reload 20 properties, and it deals 1d6 kinetic or energy damage on it a hit, depending on its loaded ammunition. It can use both slug cartridges and power cells for ammunition. Your turret can't reload itself. You can choose which weapon your turret uses each time it attacks (no action required).
  • \n
  • Turret Upgrades: Your turret companion has four turret upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Small
  • \n
  • Speed: Your turret has two modes: undeployed and deployed. While undeployed, your turret's speed equals your own and it can take no actions. While deployed, your turret has a speed of 25 feet and can take actions.
  • \n
  • Type: Construct
  • \n
\n

Turret Upgrades

\n

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

\n

Augmenting Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, when damage is dealt by a tech power originating from inside the barrier against a target outside the barrier, that tech power gains a bonus to damage equal to half your Intelligence modifier (rounded up).

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Autoreload

\n

You can preload your turret's blaster with additional ammunition. You can preload two additional power cells, or you can replace each power cell with 20 slug cartridges. Once on each of your turns, you can reload your turret without using an action. Once you've expended the preloaded ammunition, you can't reload your turret's blaster in this way again until you reload it with an action.

\n

Climbing Turret

\n

Your turret gains a climbing speed equal to its deployed walking speed.

\n

Cloaking Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, this barrier creates an area that is lightly obscured. Wisdom (Perception) checks that originate outside the barrier take a -10 penalty when attempting to detect anything inside the barrier.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Deployment Accelerator

\n

Your turret now deploys and undeploys instantly, but you can only do so once on each of your turns.

\n

Disguised Turret

\n

Your turret can collapse into an innocuous looking container while undeployed. You have advantage on Charisma (Deception) checks to hide the nature of your turret while it is undeployed.

\n

Hovering Turret

\n

Your turret can hover 5 feet over the ground while deployed. It ignores difficult terrain while hovering in this way.

\n

Integrated Grenade Launcher

\n

You integrate a grenade launcher into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Integrated Projector

\n

You integrate a vapor projector into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Integrated Rocket Launcher

\n

You integrate a rocket launcher into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Longbow

\n

Your turret's blaster's range increases by 50/200. Additionally, when you cast a tech power with a range of 5 feet or greater, and your turret is the target of your tracker droid interface tech power, you can cast it as if you were in your turret's space, and the range increases to 150 feet.

\n

Phalanx Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, ranged weapon attacks originating from outside the barrier that pass through it have disadvantage. Ranged weapon attacks originating from inside the barrier are unaffected.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Ram Attachment

\n

You integrate a battering ram into your turret. When your turret makes a Strength check to break down physical doors, it gains a bonus to the check, depending on its size. A Small turret gains a +1 bonus, a Medium turret gains a +2 bonus, and a Large turret gains a +5 bonus. You can help your turret, giving it advantage on the check.

\n

Recurring Action

\n

Prerequisite: 9th level

\n

Your turret gains the ability to repeat attacks without direction. At the start of each of your turns, if your turret made an attack since the start of your previous turn, you can have it repeat its most recent attack (no action required). This attack targets the same space as the most recent attack made by your turret, regardless of whether or not a creature occupies that space.

\n

Rejuvenating Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, friendly creatures that enter this barrier for the first time or start their turn there regain hit points equal to your Intelligence modifier, and gain temporary hit points equal to your Intelligence modifier. This feature can restore a creature to no more than half of its hit point maximum.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Sentry

\n

You add an overwatch suite to your turret companion. When you cast the alarm tech power, you can choose to have your turret notified when the alarm is triggered. If you do so, when the alarm is triggered, your turret immediately makes a number of weapon attacks against the triggering creature up to your turret's proficiency bonus. If multiple creatures trigger the alarm simultaneously, your turret targets each creature randomly.

\n

Size: Large

\n

Prerequisite: Size: Medium

\n

Your turret's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its vibroweapon and blaster damages increase to 1d12 and 1d10, respectively, and its deployed walking speed decreases to 15 feet.

\n

Size: Medium

\n

Your turret's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its vibroweapon and blaster damages increase to 1d10 and 1d8, respectively, and its deployed walking speed decreases to 20 feet.

\n

Suppressing Fire

\n

Prerequisite: 11th level

\n

When a creature within 30 feet of you moves at least 5 feet, you can use your reaction to have your turret make a ranged weapon attack with its blaster against the creature. If the attack hits, the creature's speed is reduce by half until the start of your next turn.

\n

Turret Coverage

\n

As an action, you can have your turret anchor itself to the ground or recover itself. While anchored, its speed is reduce to 0, it has resistance to energy and kinetic damage, and it provides cover to creatures within 5 feet of it, depending on its size. A Small turret provides one-quarter cover, a Medium turret provides half cover, and a Large turret provides three-quarters cover. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by your turret's cover, your turret instead takes the damage.

"},"source":"EC","className":"Scout","classCasterType":"Techcaster","activation":{"cost":null,"type":""},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"artillerist's kit","mode":"+","targetSpecific":false,"id":1,"itemId":"sgoAH5OjfxsXf2fp","active":false,"_targets":[]}]},"core":{"sourceId":"Item.bDBMXElutvZ1HMPH"}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique-Companion.webp","effects":[],"_id":"CyE4olwanpCRQpUr"} {"_id":"ECxUMB1p8nu6WAGL","name":"Form III: Soresu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form III: Soresu

\n

Form III, also known as Resilience Form, relies on tight bladework and subtle dodges to provide maximum defensive coverage, minimizing exposure to ranged weaponry. Those guardians who focus on Soresu Form use broad footwork to move around the playing field, making broad, short sweeping motions that protect the body.

\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.pVYkXLQwn732LwKK]{Soresu Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Mynock

\n

Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the @Compendium[sw5e.forcepowers.RfhP3KotZcqIBmC9]{Saber Ward Force power}. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect Force power}. You can only take one reaction per turn.

\n

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

\n

Channel the Force

\n

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

\n

Advancing Defender

\n

When you cast the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect Force power}, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.

\n

Circle of Shelter

\n

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you're wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

\n

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

\n

Stand Against the Tide

\n

Beginning at 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

\n

Master of Resilience

\n

At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When you use the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect Force power}, you can make a single melee attack on an enemy within 5ft of you as a part of that same reaction.
  • \n
  • You have advantage on Dexterity saving throws, as do your allies within 30 feet of you.
  • \n
\n

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

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Soresu%20Form.webp","effects":[]} {"_id":"EEBl6B5YPcztiGRm","name":"Slayer Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Slayer Technique

\n

Some scouts seek to learn the most about their foes and to capitalize on that knowledge. Follower of the Slayer Technique focus on identifying the strengths and weaknesses of their prey, taking advantage of that knowledge to vanquish their foes.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Slayer's Pride

\n

When you choose this technique at 3rd level, you have advantage on saving throws against being frightened.

\n

Mark of the Slayer

\n

Also at 3rd level, you immediately learn if the target of your Ranger's Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger's Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger's Quarry Damage Die. The damage is of the same type as the weapon's damage.

\n

Supernatural Defense

\n

Beginning at 7th level, whenever the target of your Ranger's Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger's Quarry Damage Die, adding it to the roll.

\n

Nemesis

\n

Starting at 11th level, when you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature's turns it repeats this saving throw, ending the effect on a success.

\n

Slayer's Counter

\n

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

"},"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/Slayer%20Technique.webp","effects":[]} {"_id":"EOnRnPaACPP1vRTQ","name":"Mastermind Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Mastermind Technique

\n

Preparation, preparation, preparation. Some scouts are serious students of battle and any creatures they might encounter. Followers of the Mastermind Technique focus on being prepared for any eventuality, and using their breadth of knowledge to gain insights into their enemies.

\n

Instinctive Combatant

\n

When you choose this technique at 3rd level, you have learned to use your wits to help you survive. While you are wearing light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when determining your AC.

\n

Mark of the Meticulous

\n

Also at 3rd level, you can use Intelligence instead of Dexterity for the attack and damage rolls made with weapons with the finesse property or blaster weapons against the target of your Ranger's Quarry.

\n

Additionally, once per round, when you hit the target of your Ranger's Quarry with a tech attack, or it fails a saving throw against a tech power you cast that deals damage, you can deal additional damage equal to your Ranger's Quarry damage die of the same type as the tech power's damage.

\n

Adaptive Techie

\n

Beginning at 7th level, when you complete a long rest, you can choose up to a number of tech powers you know equal to half your Intelligence modifier (rounded down) and replace them with another tech power, as long as that power is not of a higher level than your Max Power Level.

\n

Emergency Planning

\n

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

\n

Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw, as determined when you use this feature. The creature can wait until after it rolls the d20 before deciding to use the Emergency Planning die, but must decide before the GM says whether the roll succeeds or fails. Once the Emergency Planning die is rolled, it is lost.

\n

A creature can have only one Emergency Planning die at a time.

\n

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

\n

Your Emergency Planning die changes when you reach certain levels in this class. to 1d10 at 13th level, and to 1d12 at 17th level.

\n

Exploit Weakness

\n

At 15th level, your training has taught you to find and exploit weaknesses in your prey. As a bonus action, you can impose disadvantage on the next saving throw the target of your Ranger's Quarry makes against an effect you control before the end of your next turn. Once you've done so, you must complete a short or long rest before you can do so again.

"},"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/Mastermind%20Technique.webp","effects":[]} @@ -42,7 +44,7 @@ {"_id":"PI1B9vYofzCXU9so","name":"Doctor Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Doctor Pursuit

\n

Doctors study the medical, anatomical, and biological sciences. Those scholars who choose the Doctor Pursuit use their knowledge to mend their allies on the field and deal crippling blows with surgical precision.

\n

Medical Practitioner

\n

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

\n

Remote Healer

\n

Also at 3rd level, you have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver's range becomes 30 feet.

\n

Additional Maneuvers

\n

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

\n

Adrenaline Hit

\n

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

\n

Emergency Prescription

\n

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

\n

Enhancement Injection

\n

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

\n

Neuroblock

\n

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

\n

Reassure

\n

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

\n

Remove Toxins

\n

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

\n

Smelling Salts

\n

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

\n

Transfusion

\n

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

\n

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

\n

Weak Point Strike

\n

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

\n

Field Surgeon

\n

Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional die d6 and add it to the roll. This die increases when you reach certain levels in this class: 1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th level.

\n

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

\n

Resuscitate

\n

Starting at 9th level, through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points.

\n

Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Panacea

\n

Once you've reached 17th level, you've developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 cr to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As a bonus action, a creature can use the panacea. Alternatively, as an action, they can administer it to another creature within 5 feet.

\n

The target has its exhaustion level reduced by one and regains all of its hit points. If the target is diseased, poisoned, paralyzed, or stunned, the condition ends.

\n

Once you create a panacea, you can't create another until you finish a long rest.

\n

Discoveries (Doctor)

\n

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

\n

Advanced Remote Healer

\n

Prerequisite: 12th level 
The range of your Remote Healer feature increases to 60 feet.

\n

Experimental Treatments

\n

Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table to the right. The condition or effect lasts until the creature completes a long rest, or you use this feature again.

\n

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

\n

From the Brink

\n

Prerequisite: 7th level 
If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.

\n

Health Advisor

\n

Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to one-fourth your scholar level (rounded down) + your Intelligence modifier (minimum of one) which last until the start of their next turn.

\n

Patient Protector

\n

Prerequisite: 5th level 
When you attack creatures that are within 5 feet of an ally that is the target of your Critical Analysis feature, attack rolls and damage rolls made on them with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.

\n

Surgical Precision

\n

Prerequisite: 5th Level 
When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.

\n

Tend the Wounded

\n

If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d6 extra hit points.

\n

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

\n

    Side Effects

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Side Effects
1The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1.
2The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze.
3The creature's legs become swollen. Their move speed becomes at most half their normal movement speed.
4The creature becomes one size larger or smaller.
5The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC.
6The creature's body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
7The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell.
8The creature's eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead.
9The creature gains +4 to perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage.
10The treatment slows down their brain function, reducing their Intelligence by 4.
11The creature's skin turns dark purple. If they are already purple, they turn bright pink instead.
12The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage.
13The creature's skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft.
14The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare.
15The creature's body temperature fluctuates to extremes. They gain resistance to cold and fire damage.
16The creature becomes ravenous. Every hour they haven't eaten a meal they gain a level of exhaustion.
17The creature believes they are the chosen one.
18The creature has a difficult time resting. The amount they heal from Hit Dice is now halved.
19The creature's movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage.
20The creature gains 10d10 hit points, and they feel happy and carefree.
\n
"},"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/Doctor%20Pursuit.webp","effects":[]} {"_id":"PoyYtrej7B5BZRRG","name":"Jal Shey Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Jal Shey Order

\n

Monks of the Jal Shey order, driven by the pursuit of knowledge, maintain one of the most well-respected and heavily guarded repositories of history and knowledge across the galaxy: the Archives of the Jal Shey. Here, young folk of all species seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Jal Shey monk is to give one’s self to the quest for unveiling the deepest mysteries of the galaxy, to bring light to the secrets of the dark, and guard the most powerful and dangerous of truths.

\n

Mystical Erudition

\n

Beginning when you choose this order at 3rd level, you’ve undergone extensive training in lore from the Jal Shey’s collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology. You learn an additional language and an additional skill proficiency from the above list at 11th level.

\n

Additionally, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with an unarmed strike, you can learn learn certain information about its capabilities. The GM tells you if the creature has one of the following characteristics of your choice:

\n
    \n
  • Condition immunities
  • \n
  • Damage vulnerabilities
  • \n
  • Damage resistances
  • \n
  • Damage immunities
  • \n
\n

Extort Truth

\n

At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. When you hit a creature with a melee weapon attack, you can have the attack deal no damage and spend 1 focus point to force them to make a Charisma saving throw against your focus save DC. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration.

\n

On a success or failure, a creature is aware that you attempted to influence them. They can choose to avoid answering questions to which they would normally respond with a lie.

\n

Preternatural Counter

\n

Also at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

\n

Mercurial Mind

\n

Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already used your reaction, you can spend 1 focus point to take an additional reaction. You can only take one reaction per turn.

\n

Debilitating Barrage

\n

At 17th level, you've gained the knowledge to temporarily inhibit a creature's fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 focus points to cause the creature to become vulnerable to a damage type of your choice. This effect lasts for 1 minute or until they take damage of the chosen type.

"},"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/Jal%20Shey%20Order.webp","effects":[]} {"_id":"QRwypM2cIYxW0NVN","name":"Juggernaut Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Juggernaut Approach

\n

Certain berserkers find that the strongest offense is a good defense. Berserkers of the Juggernaut Approach wear the heaviest of armor not because they fear injury, but to strike fear in their hapless attackers.

\n

Armored Brute

\n

When you choose this approach at 3rd level, you’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.

\n

When you reach 5th level, you can gain the benefits of your Fast Movement feature while wearing heavy armor.

\n

Unstoppable Force

\n

Also at 3rd level, your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.

\n

Raging Bulwark

\n

At 6th level, your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

\n

Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

\n

Overwhelming Cleave

\n

Starting at 10th level, when you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

Relentless Assault

\n

At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

\n

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

"},"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/Juggernaut%20Approach.webp","effects":[]} -{"_id":"RXtfOnqqi9U7e1PU","name":"Artillerist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Artillerist Technique

\n

Some scouts choose to navigate around defenses, while others choose to go through them. Followers of the Artillerist Technique learn to exert greater control of their tech powers, causing delayed—and often empowered—effects.

\n

Modular Munitions

\n

Artillerist Technique: 3rd level

\n

When you cast a tech power, rather than having it take effect instantly, you can choose to delay the effect to occur on initiative count 20 (losing all initiative ties). When you do so, any creature that leaves the affected area of your tech power is unaffected when the tech power occurs. If the power would only target one creature, and that creature moves from the space it was in when you cast the power, the tech power automatically misses if it would call for an attack roll, as if you had rolled a 1 on the attack, and the creature automatically succeeds on the saving throw against the power if it calls for a saving throw, as if it had rolled a 20 on the save.

\n

Additionally, when you cast a tech power and choose to delay it in this way, and that tech power would deal damage, you can apply one of the following additional empowerment effects:

\n
    \n
  • Flashbang: Each creature damaged by this power must succeed on a Constitution saving throw or be blinded and deafened until the start of your next turn.
  • \n
  • Mire: Each creature damaged by this power must succeed on a Dexterity saving throw or gain one slowed level until the start of your next turn.
  • \n
  • Psyche: Each creature damaged by this power must succeed on a Wisdom saving throw or become frightened until the start of your next turn.
  • \n
\n

If an empowerment effect calls for a saving throw, the DC equals your tech save DC.

\n

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

\n

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

\n

Mark of the Artillerist

\n

Artillerist Technique: 3rd and 11th level

\n

You can now use your Ranger's Quarry feature on a 10-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Ranger’s Quarry feature, and when a creature is hit by a tech attack or fails a saving throw against a tech power you cast that deals damage, you can apply your Ranger's Quarry damage to that creature.

\n

At 11th level, you can now use your Ranger's Quarry feature on a 15-foot cube area, instead of a 10-foot cube.

\n

Sundered Defenses

\n

Artillerist Technique: 7th level

\n

Your precise bombardments make even the most hardened defenses crumble. When you cast a power that calls for a tech attack or a Dexterity saving throw, it reduces partial cover by one step (from three-quarters to half or half to one-quarter) against creatures affected by it If an affected creature has one-quarter cover, your power ignores it entirely.

\n

Target Masking

\n

Artillerist Technique: 11th level

\n

You are familiar with various turrets and defensive emplacements, and their operation.

\n

As a bonus action, you can activate a masking effect to confuse the targeting of constructs for 1 minute. Any construct who targets you with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw against your tech save DC. On a failed save, the construct must choose a new target or lose the attack or power. This power doesn't protect you from area effects.

\n

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

\n

Master of Ordnance

\n

Artillerist Technique: 15th level

\n

You can now expend two uses of your Modular Munitions feature when you cast a tech power to apply two empowerment effects, instead of only one. Additionally, you gain three additional empowerment effects:

\n
    \n
  • Confusion: Each creature damaged by this power must make a Charisma saving throw. On a failure, on its next turn, a creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • \n
  • Knockout: Each creature damaged by this power must succeed on a Strength saving throw or be knocked prone.
  • \n
  • Static: Each creature damaged by this power must succeed on an Intelligence saving throw or become shocked until the start of your next turn.
  • \n
\n

Additionally, when you would spend 1 tech point to apply an effect, it no longer reduces your maximum tech points.

"},"source":"EC","className":"Scout","classCasterType":""},"flags":{"core":{"sourceId":"Item.n9x6zVoEpsh63YRG"}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique.webp","effects":[]} +{"_id":"RXtfOnqqi9U7e1PU","name":"Artillerist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Artillerist Technique

\n

Some scouts choose to navigate around defenses, while others choose to go through them. Followers of the Artillerist Technique learn to exert greater control of their tech powers, causing delayed—and often empowered—effects.

\n

Modular Munitions

\n

Artillerist Technique: 3rd level

\n

When you cast a tech power, rather than having it take effect instantly, you can choose to delay the effect to occur on initiative count 20 (losing all initiative ties). When you do so, any creature that leaves the affected area of your tech power is unaffected when the tech power occurs. If the power would only target one creature, and that creature moves from the space it was in when you cast the power, the tech power automatically misses if it would call for an attack roll, as if you had rolled a 1 on the attack, and the creature automatically succeeds on the saving throw against the power if it calls for a saving throw, as if it had rolled a 20 on the save.

\n

Additionally, when you cast a tech power and choose to delay it in this way, and that tech power would deal damage, you can apply one of the following additional empowerment effects:

\n
    \n
  • Flashbang: Each creature damaged by this power must succeed on a Constitution saving throw or be blinded and deafened until the start of your next turn.
  • \n
  • Mire: Each creature damaged by this power must succeed on a Dexterity saving throw or gain one slowed level until the start of your next turn.
  • \n
  • Psyche: Each creature damaged by this power must succeed on a Wisdom saving throw or become frightened until the start of your next turn.
  • \n
\n

If an empowerment effect calls for a saving throw, the DC equals your tech save DC.

\n

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

\n

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

\n

Mark of the Artillerist

\n

Artillerist Technique: 3rd and 11th level

\n

You can now use your Ranger's Quarry feature on a 10-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Ranger’s Quarry feature, and when a creature is hit by a tech attack or fails a saving throw against a tech power you cast that deals damage, you can apply your Ranger's Quarry damage to that creature.

\n

At 11th level, you can now use your Ranger's Quarry feature on a 15-foot cube area, instead of a 10-foot cube.

\n

Sundered Defenses

\n

Artillerist Technique: 7th level

\n

Your precise bombardments make even the most hardened defenses crumble. When you cast a power that calls for a tech attack or a Dexterity saving throw, it reduces partial cover by one step (from three-quarters to half or half to one-quarter) against creatures affected by it If an affected creature has one-quarter cover, your power ignores it entirely.

\n

Target Masking

\n

Artillerist Technique: 11th level

\n

You are familiar with various turrets and defensive emplacements, and their operation.

\n

As a bonus action, you can activate a masking effect to confuse the targeting of constructs for 1 minute. Any construct who targets you with an attack, a harmful power, or a hostile action must first make a Wisdom saving throw against your tech save DC. On a failed save, the construct must choose a new target or lose the attack or power. This power doesn't protect you from area effects.

\n

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

\n

Master of Ordnance

\n

Artillerist Technique: 15th level

\n

You can now expend two uses of your Modular Munitions feature when you cast a tech power to apply two empowerment effects, instead of only one. Additionally, you gain three additional empowerment effects:

\n
    \n
  • Confusion: Each creature damaged by this power must make a Charisma saving throw. On a failure, on its next turn, a creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • \n
  • Knockout: Each creature damaged by this power must succeed on a Strength saving throw or be knocked prone.
  • \n
  • Static: Each creature damaged by this power must succeed on an Intelligence saving throw or become shocked until the start of your next turn.
  • \n
\n

Additionally, when you would spend 1 tech point to apply an effect, it no longer reduces your maximum tech points.

"},"source":"EC","className":"Scout","classCasterType":"Techcaster"},"flags":{"core":{"sourceId":"Item.n9x6zVoEpsh63YRG"}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique.webp","effects":[]} {"_id":"RulD3rQZqDk5H0Pl","name":"Scrapper Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Scrapper Practice

\n

Those operatives who choose the Scrapper Practice don't have the time or patience for the fair fight. They utilize close-quarters blaster combat blended with underhanded tactics to surprise and disable their foes.

\n

Back Blast

\n

When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn't have advantage on the save.

\n

When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

\n

Upper Hand

\n

Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

\n

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

\n

Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Brutal Hit

\n

You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

\n

Low Blow

\n

You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

\n

Shank Shot

\n

You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Sleight of Foot

\n

Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

\n

Hostile Negotiations

\n

Starting at 13th level, when you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Dexterity modifier (rounded down) if it doesn't already include that modifier.

\n

Double Tap

\n

At 17th level, you can deal Sneak Attack damage twice per turn, but you can't deal more than your total Sneak Attack dice to a single target per turn.

"},"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/Scrapper%20Practice.webp","effects":[]} {"_id":"SKluJRGJzsX03qlx","name":"Tactical Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Tactical Specialist

\n

Those fighters who choose to become Tactical Specialists employ martial techniques passed down through generations. To a Tactical Specialist, combat is an academic field, sometimes including subjects beyond battle such as armstech or armormech. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Tactical Specialty, but those who do are well-rounded fighters of great skill and knowledge.

\n

Improved Combat Superiority

\n

When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

\n

Additional Maneuvers

\n

You learn two additional maneuvers of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.

\n

Additional Superiority Dice

\n

You have two additional superiority dice, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.

\n

Additionally, your superiority dice become d6s. This die changes as you gain fighter levels, as shown in the Combat Superiority column of the Tactical Specialist Combat Superiority table.

\n

Student of War

\n

Also at 3rd level, you gain proficiency with one type of artisan's tools of your choice.

\n

Know Your Enemy

\n

Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Constitution score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Fighter class levels (if any)
  • \n
\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Tactical Specialist Combat Superiority
LevelSuperiority DiceManeuvers Known  
3rd44  
4th44  
5th44  
6th44  
7th66  
8th66  
9th66  
10th66  
11th88  
12th88  
13th88  
14th88  
15th1010  
16th1010  
17th1010  
18th1010  
19th1010  
20th1010  
\n
\n
\n

Signature Maneuver

\n

At 10th level, you choose a maneuver as your signature maneuver. Whenever you use that maneuver, you can roll a d4 and use it instead of expending a Superiority Dice. You may only use this feature once per turn.

\n

Relentless

\n

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

\n

Greater Signature Maneuver

\n

At 18th level, you can choose a second signature maneuver. Additionally, when you use your signature maneuver, you can roll a d6 instead of a d4.

"},"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/Tactical%20Specialist.webp","effects":[]} {"_id":"SsvsNMkJX1wW2rs6","name":"Gadgeteer Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Gadgeteer Engineering

\n

Those engineers who choose the Gadgeteer 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 gadgeteer's implements. Additionally, when you engage in crafting with gadgeteer's implements, the rate at which you craft doubles.

\n

Gadgeteer Harness

\n

Also at 3rd level, you learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can expend 500 cr worth of materials to create your modified gadgeteer harness. You must have gadgeteer's implements and materials in order to perform this modification.

\n

Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, 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

Projected Barrier

\n

Lastly at 3rd level, as a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.

\n

Environmental Barrier

\n

You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.

\n

Physical Barrier

\n

You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.

\n

Versatile Direction

\n

Beginning at 6th level, you can take a second bonus action on each of your turns.

\n

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

\n

Reinforced Barriers

\n

At 14th level, when you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power's level, or 1 hit point for an at-will power. This can't increase a barrier's hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.

\n

Adaptive Barrier

\n

Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier's chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

\n

Gadgeteer Contraptions

\n

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

\n

Advanced Grounding System

\n

Prerequisite: 13th level

\n

Prerequisite: Prototype Grounding System

\n

While wearing your gadgeteer harness you have immunity to lightning damage.

\n

Auto-Injection Regenerator

\n

Prerequisite: 5th level

\n

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

\n

Autothrusters

\n

Prerequisite: Jet Pack

\n

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

\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

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

Extended Tank

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

Your jet pack now lasts up to 10 minutes when activated.

\n

Flame Vents

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

You learn the @Compendium[sw5e.techpowers.6aZ0FG6HwrUO28WF]{Flame Sweep} tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

\n

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

\n

Grounding System

\n

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

\n

Integrated Inhibitor

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Integrated Targeter

\n

Prerequisite: 5th level

\n

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

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

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

\n

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

\n

Jet Pack

\n

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

\n

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

\n

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

Mimicker

\n

Prerequisite: 9th level

\n

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

\n

Miniaturized Hydraulics

\n

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

\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

Powered Grappling Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

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

Prototype Grounding System

\n

Prerequisite: 9th level

\n

Prerequisite: Grounding System

\n

While wearing your gadgeteer harness you have resistance to lightning damage.

\n

Prototype Thruster

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

While your jet pack is activated, your flying speed is now 45 feet.

\n

Quick Start Engine

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

You can now activate your Jet Pack as an object interaction rather than as a bonus action.

\n

Recycled Adrenals

\n

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

\n

Recycled Explosives

\n

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

\n

Recycled Stimpacs

\n

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

\n

Sentry Turret

\n

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

\n

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

\n

Shocking Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

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

\n

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

\n

Stealth Field Generator

\n

Prerequisite: 9th level

\n

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

\n

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

\n

Shocking Barrier

\n

Prerequisite: 5th level

\n

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

\n

Truesight Goggles

\n

Prerequisite: 11th level

\n

Prerequisite: Darkvision Goggles

\n

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

Weapon Integration

\n

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

\n

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":"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/Gadgeteer%20Engineering.webp","effects":[]} @@ -50,7 +52,7 @@ {"_id":"UZCwqqLLp7IBjqku","name":"Politician Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Politician Pursuit

\n

Politicians study social & political sciences. Those scholars who choose the Politician Pursuit know how to best present themselves to manipulate the masses into doing their bidding or allow them and their allies to carry out their business without impediment. They also understand the importance of self-preservation for a political figure.

\n

Silver Tongue

\n

When you choose this pursuit at 3rd level, you learn one language of your choice. Additionally, you gain a bonus to your choice of Deception, Intimidation, Performance, or Persuasion equal to your Intelligence modifier.

\n

Motivating Diplomat

\n

Also at 3rd level, when you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Intelligence modifier (rounded down).

\n

Additional Maneuvers

\n

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

\n

Call to Arms

\n

If you are surprised at the start of combat and aren't incapacitated, you can expend one superiority die to act normally. Additionally, on your first turn in combat, as a bonus action you can make a call to arms. When you do so, a number of creatures equal to the amount rolled on the superiority die that you choose within 30 feet who can see or hear you may act normally on their first turn.

\n

Call the Guards

\n

When a creature makes an attack roll against you, you can use your reaction and expend a superiority die and command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll the superiority die, and add the result to the ally's attack roll.

\n

Charge

\n

As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 10 feet of you who can see or hear you can move an additional distance equal to 5 times the superiority die rolled on their turn and ignore unenhanced difficult terrain.

\n

Encouraging Speech

\n

You can expend a superiority die to give an encouraging speech, spending the next minute rallying your allies. You grant a number of creature up to your Intelligence modifier temporary hit points equal to the amount rolled on the superiority die + your Intelligence modifier.

\n

Incite

\n

On your turn, you can use an action and expend one superiority die to bolster the resolve of one of an ally. When you do so, choose an ally who can see or hear you within 30 feet of you. The ally can add your Intelligence modifier to every damage roll they make until the start of your next turn.

\n

Overwhelming Presence

\n

As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frighten a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.

\n

Self-Preservation

\n

As a reaction when you make a saving throw against an effect you can see, you can expend a superiority die and add the result. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are det-ermined.

\n

Steady the Nerves

\n

As an action, you can expend one superiority die to strengthen your allies' defences. Roll a superiority die. Until the end of your next turn, you and all allies within 5 feet of you when you use this action has a bonus to any saving throws they make equal to amount rolled.

\n

Tyrannical Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die and use your reaction to issue a one-word command to a creature who can see or hear you. You add the superiority die to the attack's damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

\n

The target automatically succeeds if it is immuned to charm, it doesn't understand your language, or if your command is directly harmful to it.

\n

Force of Personality

\n

Beginning at 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.

\n

The target must make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer givers her gun to the first smuggler she meets. If the condition isn't met before the effect ends, the activity isn't performed.

\n

If you or any of your companions damage the target, the effect ends.

\n

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

\n

Reassemble

\n

Starting at 9th level, you may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards you up to their movement speed. This movement does not provoke opportunity attacks.

\n

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

\n

Beguiling Presence

\n

Once you've reach 17th level, humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you.

\n

Discoveries (Politician)

\n

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

\n

Charming Feint

\n

Allies within range of your Motivating Diplomat feature also gain a bonus to their damage roll equal to half your Intelligence modifier (rounded down).

\n

Demanding Leader

\n

Prerequisite: 5th level

\n

The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.

\n

Dominating Presence

\n

Prerequisite: 15th level

\n

As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver save DC. On a failed save, until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do.

\n

During this time you can use your reaction to force the creature to use its reaction.

\n

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

\n

Influencer

\n

Prerequisite: 5th level

\n

The range on the your Motivating Diplomat feature is increased to 15 feet.

\n

Reliable Words

\n

Prerequisite: 9th level

\n

When you make a Deception, Intimidation, or Persuasion skill check, you may treat any roll 9 or lower as if you had rolled a 10.

\n

Social Opportunist

\n

You can add half your proficiency bonus (rounded down) to any Charisma check you make that doesn't already include your proficiency bonus.

\n

Tyrant's Ferocity

\n

You have advantage on any attack against a creature that is charmed by you or frightened of you.

"},"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/Politician%20Pursuit.webp","effects":[]} {"_id":"UsIUJiNPmFWbEgjK","name":"Audiotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Audiotech Engineering

\n

Those engineers who choose the Audiotech Engineering focus on using a specially modified instrument to use music to assist their allies and disrupt their enemies.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in three musical instruments of your choice, as well as the Performance skill. Additionally, you can use Intelligence instead of Charisma when you make a Performance check while wielding your modified instrument.

\n

Modified Instrument

\n

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

\n

Your modified instrument is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified instrument has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer 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 Amplitude

\n

Lastly at 3rd level, as an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.

\n

Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.

\n

When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.

\n

Your song ends early if you are incapacitated or die, or if you are no longer holding your modified instrument.

\n

You can initiate playing an enhanced song twice. You regain all expended songs when you finish a short or long rest.

\n

Song of Battle

\n

When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.

\n

Song of Support

\n

When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.

\n

Song of Disruption

\n

When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.

\n

Concussive Blast

\n

Beginning at 6th level, you add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.

\n

Smooth Rhythm

\n

At 14th level, whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.

\n

Legendary Coda

\n

Starting at 18th level, you've gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.

\n

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

\n

Battle Crescendo

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned. On a success, it takes half damage and isn't stunned. If a creature is killed by this power, its head explodes.

\n

Support Crescendo

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.

\n

Disruption Crescendo

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.

\n

Audiotech Modifications

\n

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

\n

Advanced Battle Enhancement

\n

Prerequisite: 15th level
Prerequisite: Prototype Battle Enhancement
While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.

\n

Advanced Disruption Enhancement

\n

Prerequisite: 15th level
Prerequisite: Prototype Disruption Enhancement
While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

\n

Advanced Support Enhancement

\n

Prerequisite: 15th level
Prerequisite: Prototype Support Enhancement
While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.

\n

Battle Song Enhancement

\n

Prerequisite: 5th level
While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.

\n

Disruption Song Enhancement

\n

Prerequisite: 5th level
While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.

\n

Enthralling Performance

\n

Prerequisite: 13th level
Prerequisite: Hypnotic Melody
For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.

\n

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

\n

Finding My Way

\n

Prerequisite: Rush
While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.

\n

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

\n

Hypnotic Melody

\n

As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.

\n

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

\n

Inaudible Casting

\n

Prerequisite: 7th level
Prerequisite: Simple Melodies
When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.

\n

Long Range Noise

\n

Prerequisite: 13th level
The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.

\n

Magnifying Device

\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

Overwhelming Soundwaves

\n

Prerequisite: 15th level
While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.

\n

Prototype Battle Enhancement

\n

Prerequisite: 9th level
Prerequisite: Battle Song Enhancement
While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a third burst.

\n

Prototype Disruption Enhancement

\n

Prerequisite: 9th level
Prerequisite: Disruption Song Enhancement
While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the @Compendium[sw5e.techpowers.9Vg5TEwWdVh3NVym]{Tech Override} power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n

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

\n

Prototype Support Enhancement

\n

Prerequisite: 9th level
Prerequisite: Support Song Enhancement
While playing your Song of Support, when you use your Song of Support's Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

\n

Restful Melody

\n

Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d12 at 17th level.

\n

Rush

\n

While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

\n

Sharp Noise

\n

As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.

\n

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

\n

Shock Mount

\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

Simple Melodies

\n

When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.

\n

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

\n

Sonar Pulse

\n

As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.

\n

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

\n

Song Flow

\n

Prerequisite: 11th level
While playing an enhanced song, you can use your bonus action to change from one song to another.

\n

Support Song Enhancement

\n

Prerequisite: 5th level
While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).

\n

Weapon Integration

\n

You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":2,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":3,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":4,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"aud","mode":"+","targetSpecific":false,"id":5,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Audiotech%20Engineering.webp","effects":[]} {"_id":"V4vCxmTwJFxi0HGM","name":"Demolitions Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Demolitions Specialist

\n

Those fighters who choose to become Demolitions Specialists are experts in using explosives in combat. They have an explosive for every situation, whether it be breaching a fortified bunker, taking down a walker, or simply demonstrating that in combat, standing too close to your squadmates can be fatal.

\n

Bonus Proficiencies

\n

When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.

\n

Explosive Charge

\n

Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creat-ure within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier + any bonuses to ranged weapon attack rolls). A creature takes 2d4 + your Intelligence modifier kin-etic damage on a failed save, or half as much on a successful one.

\n

The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.

\n

Cause and Effect

\n

Beginning at 7th level, you learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.

\n

Volatile Reflexes

\n

At 10th level, when a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.

\n

Backup Plans

\n

Starting at 15th level, when you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.

\n

Bombard

\n

At 18th level, when a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.

"},"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/Demolitions%20Specialist.webp","effects":[]} -{"_id":"VRfBQKAhumWExGiy","name":"Path of Witchcraft","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Witchcraft

\n

The Force connects all living things. Those sentinels who follow the Path of Witchcraft use that connection to summon the aid of nature, both beasts and the elements, adapting them to their will.

\n

Wild Power

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.L8CJ1QEXfKztMyCX]{Enfeeble} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

\n

Beast Companion

\n

Also at 3rd level, you learn to create a powerful bond through the Force with your own personal beast companion.

\n

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

\n

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

\n

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

\n
    \n
  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
  • \n
  • Your beast's level equals your sentinel level, and for each sentinel level you gain after 3rd, your beast companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your beast has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your beast's abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
\n

Additionally, while your beast companion is within 5 feet of you, you gain the following benefits:

\n
    \n
  • When you use a Force-Empowered Self option to increase your speed or armor class, you can instead grant this bonus to your beast companion.
  • \n
  • You and your beast companion can communicate telepathically, though your beast companion can only communicate in and understand simple concepts.
  • \n
\n

This radius increases to 10 feet at 7th level, 20 feet at 13th level, and 30 feet at 18th level.

\n

Nature's Vigor

\n

At 7th level, you've learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

\n
    \n
  • You ignore difficult terrain caused by nature.
  • \n
  • You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
  • \n
  • You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM's discretion (no action required).
  • \n
\n

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

\n

Beastwarden

\n

By 13th level, your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 20 feet of you:

\n
    \n
  • When you cast a force power that targets only yourself, and your beast companion is within range, you can also target your beast companion with that power.
  • \n
  • If you have darkvision and your beast doesn't, your beast gains it with the same radius. If your beast has darkvision and you don't, you gain it with the same radius. If you both have darkvision, you both use the larger radius, which then increases by 30 feet.
  • \n
  • If you have advantage on Perception checks and your beast doesn't, your beast gains advantage on Perception checks. If your beast has advantage on Perception checks and you don't, you gain advantage on Perception checks. If you both have advantage on Perception checks, when either of you makes a Perception check with advantage, you can reroll one of the dice once.
  • \n
\n

This radius increases to 30 feet at 18th level.

\n

Stormcaller

\n

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

\n
    \n
  • You gain a flying speed equal to your walking speed.
  • \n
  • You have resistance to energy, lightning, and necrotic damage.
  • \n
  • Whenever a hostile creature enters this radius or starts its turn there, it takes 10 lightning damage.
  • \n
\n

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

\n

Generating Your Beast

\n

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

\n

Once you've selected your type of beast, you assign your beast companion's ability scores. Your beast's Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

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

Proficiencies

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

Features

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

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

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 learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n

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 + its Dexterity modifier.

\n

Medium Hide

\n

Your beast companion's armor class becomes 13 + its 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 can 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 tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n

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 its 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 its 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":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Witchcraft.webp","effects":[]} +{"_id":"VRfBQKAhumWExGiy","name":"Path of Witchcraft (Companion)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Witchcraft

\n

The Force connects all living things. Those sentinels who follow the Path of Witchcraft use that connection to summon the aid of nature, both beasts and the elements, adapting them to their will.

\n

Bonus Proficiencies

\n

Path of Withcraft: 3rd level
You gain proficiency in Animal Handling.

\n

Wild Power

\n

Path of Withcraft: 3rd level
You learn the @Compendium[sw5e.forcepowers.L8CJ1QEXfKztMyCX]{Enfeeble} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

\n

Beast Companion

\n

Path of Withcraft: 3rd, 11th, and 17th level
You learn to create a powerful bond through the Force with your own beast companion.

\n

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

\n

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

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

Lastly, while bonded and within 10 feet of you, your beast companion gains the following benefits:

\n
    \n
  • When you use a Force-Empowered Self option to increase your speed or armor class, you can instead grant this bonus to your beast companion.
  • \n
  • You and your beast companion can communicate telepathically, though your beast companion can only communicate in and understand simple concepts.
  • \n
\n

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

\n

Nature’s Vigor

\n

Path of Withcraft: 7th level
You’ve learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

\n
    \n
  • You ignore difficult terrain caused by nature.
  • \n
  • You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
  • \n
  • You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM’s discretion (no action required).
  • \n
\n

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

\n

Beastwarden

\n

Path of Withcraft: 13th and 17th level
Your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 30 feet of you:

\n
    \n
  • When you cast a force power that targets only yourself, and your beast companion is within range, you can also target your beast companion with that power.
  • \n
  • If you have darkvision and your beast doesn’t, your beast gains it with the same radius. If your beast has darkvision and you don’t, you gain it with the same radius. If you both have darkvision, you both use the larger radius, which then increases by 30 feet.
  • \n
  • If you have advantage on Perception checks and your beast doesn’t, your beast gains advantage on Perception checks. If your beast has advantage on Perception checks and you don’t, you gain advantage on Perception checks. If you both have advantage on Perception checks, when either of you makes a Perception check with advantage, you can reroll one of the dice once.
  • \n
\n

This radius increases to 60 feet at 17th level.

\n

Stormcaller

\n

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

\n
    \n
  • You gain a flying speed equal to your walking speed.
  • \n
  • You have resistance to energy, lightning, and necrotic damage.
  • \n
  • Whenever a hostile creature enters this radius or starts its turn there, it takes 10 lightning damage.
  • \n
\n

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

\n

Generating Your Beast

\n

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

\n

Once you've selected your type of beast, you assign your beast companion's ability scores. Your beast's Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

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

Proficiencies

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

Features

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

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

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 learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n

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 + its Dexterity modifier.

\n

Medium Hide

\n

Your beast companion's armor class becomes 13 + its 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 can 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 tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n

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 its 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 its 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":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Witchcraft%20-%20Companion.webp","effects":[]} {"_id":"VXmVX5a3ac4kKAIT","name":"Ysannanite Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Ysannanite Form

\n

Ysannanite Form, also know as the Unorthodox Form, pairs the use of lightsaber with blasters, seamlessly blending the two weapons to perform impressive feats. Those guardians who focus on the Ysannanite Form are able to cut enemies down as efficiently with blaster as with blade.

\n

Bonus Proficiencies

\n

You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

\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 Ysannanite lightsaber form. If you already know this form, you can instead choose another lightsaber form. You can't take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Yerdua

\n

Also at 3rd level, as a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of+1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

\n

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

\n

Channel the Force

\n

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

\n

Force-Empowered Shots

\n

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

\n

Improved Force-Empowered Shots

\n

Starting at 7th level, your familiarity with blaster weapons has granted you greater insight into their function and usage. Once on each of your turns, drawing or stowing a blaster no longer requires your object interaction. Additionally, you no longer require a free hand to reload.

\n

At 11th level, once per turn, when you hit a creature with a ranged weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Shots with an attack, you add this damage to the extra damage of your Force-Empowered Shots. The damage is the same type as the weapon's damage.

\n

Phasestorm

\n

By 15th level, you can use your action to dart across the battlefield, striking up to six such creatures that you can see within 30 feet. You immediately move to each creature in succession without provoking opportunity attacks, after which you return to the space in which you started. Each creature must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate weapons in each hand with which you are proficient, a creature makes this save with disadvantage, and takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) on a failed save if the damage doesn't already include that modifier.

\n

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

\n

Master of the Unorthodox

\n

At 20th level, you've mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • When you hit a creature with a ranged weapon attack, you have advantage on the next melee weapon attack you make against that creature. When you hit a creature with a melee weapon attack, you have advantage on the next ranged weapon attack you make against that creature.
  • \n
  • When you roll below half the maximum on a damage die. you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) in this way.
  • \n
"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.a7mbZGcgMqyXAhyy"}},"img":"systems/sw5e/packs/Icons/Archetypes/Ysannanite%20Form.webp","effects":[]} {"_id":"Vtk1Pw4AILqZk27u","name":"Kyuzo Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kyuzo Order

\n

Monks of the Kyuzo Order turn weapon throwing into a true art form. Inspired by the skill of native kyuzo wielding their war helmets as both shield and weapon, these monks utilize any thrown object they can find to defend themselves and others while they attack enemies from angles both surprising and devastating.

\n

Intercept

\n

When you choose this order at 3rd level, you gain proficiency in vibroweapons with the thrown property and they become monk weapons for you. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

\n

Additionally, you’ve learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with which you are proficient, and a creature within your weapon’s normal thrown range is hit by a ranged attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

\n

Scattering Stance

\n

At 6th level, when you take the Dodge action, until the start of your next turn you gain a number of special reactions equal to your proficiency bonus that you can only use for your Intercept feature. You can only take one reaction per turn.

\n

Curved Throw

\n

Starting at 11th level, you can curve your throws behind cover. When you make an attack roll with a weapon with the thrown property, you can spend 1 focus point to cause the target to gain no benefit from shields or cover, unless that cover is full cover.

\n

Relentless Assault

\n

At 17th level, when you make multiple weapon attacks with thrown weapons against the same target on your turn, each attack after the first gains a +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6.

"},"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/Kyuzo%20Order.webp","effects":[]} {"_id":"Wdi8eckrcxpxQL3p","name":"Way of Suggestion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Suggestion

\n

There is power in a light touch, and no one knows this better than the consular. Those consulars who follow the Way of Suggestion have honed their attunement to the Force, allowing them to disappear, despite being in plain sight.

\n

Subtle Control

\n

At 3rd level, you can befuddle a creature's mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails its saving throw, you can't use this feature on it again until you finish a long rest.

\n

Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense Force or Force sight power active, it must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

\n

Out of Mind

\n

At 6th level, you can erase yourself from a single creature's sight momentarily. As a bonus action, choose a creature within 60 feet of you. That creature must make a Wisdom saving throw against your univesal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it with an attack or a Force power.

\n

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

\n

Delicate Potency

\n

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast @Compendium[sw5e.forcepowers.BJDl4AQjFfR1RTxc]{Cloud Mind}, @Compendium[sw5e.forcepowers.YguQH8fuWTnHMPcK]{Dominate Mind}, @Compendium[sw5e.forcepowers.jmFTPxWQXJENvQtQ]{Mass Coerce Mind} or @Compendium[sw5e.forcepowers.AnqVVfHnV36f7OnA]{Dominate Monster}, you can choose to treat the power as if cast at your Max Power Level.

\n

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

\n

Delayed Effect

\n

At 14th level, when you cast a Force power, you can delay the effects of the Force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of round have passed.

\n

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

\n

Subtle Presence

\n

At 18th level, you've learned to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

\n

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

\n

Cloak of Fright

\n

Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

Cloak of Invisibility

\n

You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a Force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

\n

Cloak of Memory

\n

Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearance, your mannerisms, or any other identifying features.

\n

Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

"},"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%20Suggestion.webp","effects":[]} From 46a831e840fe30db458b0608084c8fe6e4b29a40 Mon Sep 17 00:00:00 2001 From: jjtParadox Date: Wed, 4 Aug 2021 18:46:37 -0500 Subject: [PATCH 07/19] Fix ammo being consumed if the roll config dialog is canceled --- module/item/entity.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/module/item/entity.js b/module/item/entity.js index 37784699..925f391e 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -1039,7 +1039,7 @@ export default class Item5e extends Item { // Invoke the d20 roll helper const roll = await d20Roll(rollConfig); - if (roll === false) return null; + if (!roll) return null; // Commit ammunition consumption on attack rolls resource consumption if the attack roll was made if (ammo && !isObjectEmpty(ammoUpdate)) await ammo.update(ammoUpdate); From b77499294558cdc9882dcbda54a9d6b0e4d880b6 Mon Sep 17 00:00:00 2001 From: jjtParadox Date: Wed, 4 Aug 2021 18:55:40 -0500 Subject: [PATCH 08/19] If a blaster is configured to consume another item's charges as ammo, don't consume the charges until the attack finishes --- module/item/entity.js | 24 +++++++++++++++++++++++- 1 file changed, 23 insertions(+), 1 deletion(-) diff --git a/module/item/entity.js b/module/item/entity.js index 37784699..40efbc28 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -494,6 +494,7 @@ export default class Item5e extends Item { // Reference aspects of the item data necessary for usage const hasArea = this.hasAreaTarget; // Is the ability usage an AoE? const resource = id.consume || {}; // Resource consumption + const resourceTarget = actor.items.get(resource.target); const recharge = id.recharge || {}; // Recharge mechanic const uses = id?.uses ?? {}; // Limited uses const isPower = this.type === "power"; // Does the item require a power slot? @@ -504,7 +505,10 @@ export default class Item5e extends Item { // Define follow-up actions resulting from the item usage let createMeasuredTemplate = hasArea; // Trigger a template creation let consumeRecharge = !!recharge.value; // Consume recharge - let consumeResource = !!resource.target && resource.type !== "ammo"; // Consume a linked (non-ammo) resource + let consumeResource = + !!resource.target && + resource.type !== "ammo" && + !(resource.type === "charges" && resourceTarget?.data.data.consumableType === "ammo"); // Consume a linked (non-ammo) resource let consumePowerSlot = requirePowerSlot; // Consume a power slot let consumeUsage = !!uses.per; // Consume limited uses let consumeQuantity = uses.autoDestroy; // Consume quantity of the item in lieu of uses @@ -1000,6 +1004,24 @@ export default class Item5e extends Item { const usage = this._getUsageUpdates({consumeResource: true}); if (usage === false) return null; ammoUpdate = usage.resourceUpdates || {}; + } else if (consume?.type === "charges") { + ammo = this.actor.items.get(consume.target); + if (ammo?.data?.data?.consumableType === "ammo") { + const uses = ammo.data.data.uses; + if (uses.per && uses.max) { + const q = ammo.data.data.uses.value; + const consumeAmount = consume.amount ?? 0; + if (q && q - consumeAmount >= 0) { + this._ammo = ammo; + title += ` [${ammo.name}]`; + } + } + + // Get pending ammunition update + const usage = this._getUsageUpdates({consumeResource: true}); + if (usage === false) return null; + ammoUpdate = usage.resourceUpdates || {}; + } } // Compose roll options From 254100344112f6d46715829676cd4c1c7ca64ead Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Thu, 5 Aug 2021 15:14:01 -0400 Subject: [PATCH 09/19] "My Dudes" Update - 8/5/2021 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit + Adds Detective Pursuit and associated artwork to Archetypes compendium. ✓ Corrects errors in Astrotech Engineering and Astrotech Engineering (Companion) archetypes in Archetypes compendium. --- .../Astrotech Engineering (Companion).webp | Bin 0 -> 11198 bytes .../Archetypes/Astrotech Engineering.webp | Bin 11198 -> 10686 bytes packs/Icons/Archetypes/Detective Pursuit.webp | Bin 0 -> 10514 bytes packs/packs/archetypes.db | 2 ++ 4 files changed, 2 insertions(+) create mode 100644 packs/Icons/Archetypes/Astrotech Engineering (Companion).webp create mode 100644 packs/Icons/Archetypes/Detective Pursuit.webp diff --git a/packs/Icons/Archetypes/Astrotech Engineering (Companion).webp b/packs/Icons/Archetypes/Astrotech Engineering (Companion).webp new file mode 100644 index 0000000000000000000000000000000000000000..08677768dc7162d01c3905daa796377b95ef7a6b GIT binary patch literal 11198 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Echani Order

\n

Monks of the Echani Order train relentlessly both with and without their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

\n

Path of the Echani

\n

Beginning when you choose this order at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.

\n

Echani Weapons

\n

Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.

\n

Agile Parry

\n

If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

\n

Echani's Shot

\n

You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

\n

One with the Blade

\n

At 6th level, you extend your focus into your Echani weapons, granting you the following benefits.

\n

Enhanced Echani Weapons

\n

Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Deft Strike

\n

When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

\n

Sharpen the Blade

\n

Starting at 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.

\n

Unerring Accuracy

\n

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

"},"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/Echani%20Order.webp","effects":[]} {"_id":"12fYGPcLSITUYHMK","name":"Way of the Seer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of the Seer

\n

The Force guides us in innumerable ways, often manifesting as visions. Those consulars who follow the Way of Seer attempt to harness these visions in an attempt to work towards the best possible future, as they see it.

\n

Force Visions

\n

When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

\n

Powerful Mind

\n

At 6th level, you can use your force abilities to read a creature's thoughts. You can then use your access to the creature's mind to command it.

\n

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

\n

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

\n

Visions of the Past

\n

Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

\n

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

\n

Shielded Thoughts

\n

At 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

\n

Clarity of Vision

\n

Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

"},"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%20the%20Seer.webp","effects":[]} {"_id":"174qCi5FWBd5LDP0","name":"Illusionist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Illusionist Technique

\n

Throughout the galaxy you may find various infiltrators and agents who make ample use of holographic technology to get themselves in and out of danger. Followers of the Illusionist Technique make use of this holographic technology to give themselves an illusory edge in combat.

\n

Holographic Decoy

\n

When you choose this technique at 3rd level, as an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy's space. Both your decoy and the target of your tech power must be within your line of sight.

\n

You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.

\n

Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.

\n

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

\n

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

\n

Mark of the Illusionist

\n

Also at 3rd level, the target of your Ranger's Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger's Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature's dimensions fall within the power's capacity restrictions.

\n

Charged Illusions

\n

Beginning at 7th level, when a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level (rounded down).

\n

Quick Escape

\n

Starting at 11th level, whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.

\n

Improved Decoys

\n

At 15th level, you can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.

"},"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/Illusionist%20Technique.webp","effects":[]} +{"_id":"1LF7eCKzH0RfZxNV","name":"Detective Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

Detective Pursuit

\n

Some individuals learn to hone their instincts to investigate and discover that which others can't see. Those scholars who choose the Detective Pursuit train themselves to see the things that others miss, gaining a unique—and powerful—perpective.

\n

Martial Training

\n

Detective Pursuit: 3rd level

\n

You gain proficiency in martial vibroweapons and the Investigation skill. Additionally, you can't have disadvantage on checks you make with it.

\n

Intelligent Applications

\n

Detective Pursuit: 3rd level

\n

When you analyze a hostile creature with your Critical Analysis, you can use your Critical Analysis modifier with any weapon, as long as it does not have the heavy or special properties.

\n

Additional Maneuvers

\n

Detective Pursuit: 3rd level

\n

You gain access to new maneuvers which reflect your investigative prowess. Whenever you leam a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Calling Card

\n

As a bonus action, you can expend a superiority die to throw a sonic charge at the target of your Critical Analysis feature. When you do so, the target and each creature of your choice within 5 feet of it must make Dexterity saving throws, taking sonic damage on a failure. The sonic damage equals the number rolled. To use this maneuver, you must be able to see the target, and it must be within 30 feet of you.

\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

Inner Strength

\n

As an action, you can expend and roll one superiority die, gaining temporary hit points equal to the result of the roll + your maneuver modifier.

\n

One with Shadows

\n

When you are in an area of dim light or darkness, you can use your action and expend one superiority die to become invisible until you move or take a hostile action.

\n

Rattle

\n

On your turn, when you hit with a weapon attack, you can use a bonus action and expend and roll one superiority die to menace your target, dealing extra psychic damage equal to to the amount rolled and forcing it to succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. As an action, the creature can make a Wisdom check to steel its resolve and end this condition.

\n

Tenacity

\n

As a bonus action, you can expend and roll a superiority die and move to an unoccupied space you can see up to a distance equal to 5 x the result of the roll. If you begin this movement hidden from a creature, and you end this movement in a space that could be hidden from the creature, this movement does not reveal your presence to that creature.

\n

Vanity

\n

If the target of your Critical Analysis is reduced to 0 hit points, you can expend and roll a superiority die, regaining a number of hit points equal to the result of the roll + your maneuver modifier.

\n

World on Fire

\n

On your turn, when you hit with a weapon attack, you can use a bonus action to expend and roll one superiority die to ignite phosphorescent powder on your target, dealing extra fire damage equal to the result of the roll. Additionally, the target sheds dim light in a 5-foot radius, can't become invisible until the end of your next turn, and becomes visible if it was already invisible.

\n

Extra Attack

\n

Detective Pursuit: 6th level

\n

You can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Sharp Instincts

\n

Detective Pursuit: 9th level

\n

Once on each of your turns, when you hit the target of your Critical Analysis with a melee weapon attack, you can make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If you win the contest, you deal an additional 1d8 damage to the target, which is the same type as the weapon's damage.

\n

This die increases to d10 at 13th level and d12 at 17th level.

\n

Discombobulate

\n

Detective Pursuit: 17th level

\n

When you use a scholar maneuver on a hostile creature, you can force that target to make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

Once you use this feature, you can't do so again until you finish a short or long rest.

\n

Detective Discoveries

\n

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

\n

Athletic

\n

You gain your choice of a climbing, crawling, or swimming speed equal to your walking speed.

\n

Brawler Adept

\n

Prerequisite: 5th level

\n

Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8). Additionally, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Eye for Attire

\n

Prerequisite: 5th level

\n

As an action, you can touch a suit of armor that isn't being worn or carried by a hostile creature and instantly don it, provided you aren't wearing armor already.

\n

Eye for Detail

\n

You take the Search action as a bonus action.

\n

Ear for Deceit

\n

Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

\n

Fighting Style

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6 of the Player's Handbook.

\n

Scrapper's Armor

\n

Prerequisite: 5th level

\n

You gain proficiency in medium armor. If you are already proficient in medium armor, you instead gain proficiency in heavy armor.

\n

Steady Eye

\n

Prerequisite: 9th level

\n

On your turn, you can reduce your speed by half to gain advantage on Wisdom (Perception) or Intelligence (Investigation) checks until the end of the turn. You can not use this feature if you have moved more than half your speed this turn.

\n

Thirst for Justice

\n

Prerequisite: 13th level

\n

Once per turn, when you hit a creature with your studied weapon, the creature takes additional fire, cold or lightning damage (chosen when learning this discovery) equal to your Intelligence modifier (minimum of 1).

\n

Unerring Eye

\n

Prerequisite: 15th level

\n

You can see the true form of any shapechanger or creature concealed by illusion while the creature is within 30 feet of you and within line of sight.

"},"source":"EC","className":"Scholar","classCasterType":""},"flags":{"core":{"sourceId":"Item.zS5vBFDInvzmyOHK"}},"img":"systems/sw5e/packs/Icons/Archetypes/Detective%20Pursuit.webp","effects":[]} {"_id":"2Cloz2rrPw76ACn0","name":"Armormech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Armormech Engineering

\n

Those engineers who choose the Armormech Engineering discipline focus on the ability to work with hard metals and electronic shielding to construct and enhance all types of personal armor.

\n

Bonus Proficiencies

\n

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

\n

Modified Armor

\n

Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to modify it. You must have the armor, materials, and armormech's tools in order to perform this modification.

\n

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

\n

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

\n

At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer class table.

\n

Damage Absorption

\n

Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

\n

Extra Attack

\n

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

\n

Astromech's Celerity

\n

At 14th level, when you take the Attack action or use your action to a cast a tech power of 1st-level or higher, you can make one weapon attack as a bonus action.

\n

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

\n

Suit Reliability

\n

Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor to gain this benefit.

\n

Armormech Modifications

\n

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

\n

Absorption Shield

\n

Prerequisite: Physical Shield
You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.

\n

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

\n

Accelerated Movement

\n

Prerequisite: Armor
You reduce the weight of your modified armor's bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor's weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

\n

Adaptable Armor

\n

Prerequisite: Armor
You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.

\n

Advanced Power Fist

\n

Prerequisite: 11th level, Armor
Prerequisite: Prototype Power Fist
You further modify your modified armor's gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d8 kinetic damage. Additionally, your unarmed strikes score a critical hit on a roll of 19 or 20.

\n

Artificially Intelligent

\n

Prerequisite: 7th level, Armor
You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor's artificial intelligence can take the Help action.

\n

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

\n

Bonded Plates

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Collapsible Suit

\n

Prerequisite: 5th level, Armor
Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3

\n

its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

\n

Darkvision Visor

\n

Prerequisite: Armor
While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n

Enhanced Endurance

\n

Prerequisite: Armor
When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

\n

Electroshock Shield

\n

Prerequisite: Shield Generator
You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.

\n

Flight

\n

Prerequisite: 9th level, Armor
You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.

\n

Grappling Harpoon

\n

Prerequisite: Armor
Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

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

\n

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

\n

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

\n

Heavy Suit

\n

Prerequisite: 5th level, Armor
You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Infiltration Suit

\n

Prerequisite: Armor
You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast @Compendium[sw5e.techpowers.Fb1sIhs7d6YWnF1J]{Infiltrate} targeting yourself.

\n

The cloaking device regains all expended charges after a long rest.

\n

Magnetized Shield

\n

Prerequisite: Physical Shield
You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature's weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

\n

Overload Shield

\n

Prerequisite: Shield Generator
You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.

\n

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

\n

Power Fist

\n

Prerequisite: Armor
You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d4 kinetic damage.

\n

Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

\n

Prototype Power Fist

\n

Prerequisite: 7th level, Armor
Prerequisite: Power Fist
You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d6 kinetic damage and has the following property.

\n

If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.

\n

Reinforced Underlay

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Resistance

\n

Prerequisite: Armor
You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.

\n

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

\n

Sealed Suit

\n

Prerequisite: 5th level, Armor
As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

\n

Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master's Guide.

\n

Sentient Armor

\n

Prerequisite: 13th level
Prerequisite: Artificially Intelligent
Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.

\n

While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.

\n

Shield Amplifier

\n

Prerequisite: Shield Generator
You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield's bonus.

\n

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

\n

Shield Anchor

\n

Prerequisite: Physical Shield
You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.

\n

Tech Blast

\n

Prerequisite: Armor
You modify your modified armor gauntlet to allow you to make a ranged tech attack. The weapon fires blasts of energy which deal 1d8 + your Intelligence modifier energy damage with a range of 30 feet. When you would make a ranged weapon attack, you can use this ranged tech attack in place of it.

\n

Weapon Integration Armoring

\n

Prerequisite: Armor
You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"armor","mode":"+","targetSpecific":false,"id":1,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Armormech%20Engineering.webp","effects":[]} {"_id":"2yiTq2k7xFpjcLVv","name":"Biotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Biotech Engineering

\n

Those engineers who choose the Biotech Engineering discipline focus on the skill of modifying and upgrading the body through the use of cybernetic limbs and implants.

\n

Bonus Proficiencies

\n

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

\n

Modified Self

\n

Also at 3rd level, you’ve learned to make modifications to your body, cybernetically augmenting yourself. Over the course of a long rest, you can modify yourself with cybernetic augmentations. You must have biotech's tools in order to perform this modification.

\n

While you have at least one cybernetic augmentation installed, your body counts as a tech focus for your tech powers. Additionally, you have 4 modification slots, and you gain more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

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

\n

Quick-Release Stimulant

\n

Lastly at 3rd level, when you are dealt damage by an attack while you have at least one cybernetic augmentation installed, you can use your reaction and expend one use of your Potent Aptitude to reduce the damage you take. The damage is reduced by an amount equal to 1d10 + your Constitution modifier + your engineer level. If you reduce the damage to 0, you can gain temporary hit points equal to the remaining damage reduction.

\n

Overclock Body

\n

Beginning at 6th level, you've learned to use your body as a conduit for your tech powers. When you cast a tech power, you can choose to pay up to half the cost of the tech power using your hit points instead of your tech points. When you do so, your maximum hit points are reduced by the same amount. This effect is cumulative, and it lasts until you complete a long rest.

\n

More Machine Than Man

\n

At 14th level, while you have temporary hit points, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Focused Augmentation

\n

Starting at 18th level, you add your Intelligence modifier to Constitution saving throws you make to maintain concentration.

\n

Additionally, when you cast a power that requires concentration and would affect only one target, you can target an additional creature with that power.

\n

Biotech Modifications

\n

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

\n

Active Camouflage Core

\n

Prerequisite: 13th level

\n

As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.

\n

Anti-Dazzle Ocular Implant

\n

This augmentation replaces your eyes.

\n

You are immune to the blinded condition, and you can enable or disable your ability to see anytime. Additionally, your eyes are equipped with a holorecorder device. You can perfectly recall anything you've sees in the last 7 days.

\n

Auto-Defibrillator

\n

Prerequisite: 5th level

\n

Prerequisite: Hardy Torso Prothesis

\n

The Constitution score of your Hardy Torso Prosthesis increases by 2. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. <h3

\n

This augmentation replaces an arm.

\n

When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm's Strength score and your own.

\n

You can choose this modification multiple times.

\n

Celerity Leg Prosthesis

\n

This augmentation replaces both legs.

\n

When determining your bonus to AC and saving throws from Dexterity, your Dexterity score is treated as 15. Additionally, you can substitute this score for your own whenever you make an ability check or attack roll that uses your legs. If your Dexterity score is already equal to or greater than 15, it has no effect on you.

\n

Detachable Eye

\n

This augmentation replaces an eye.

\n

As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.

\n

You can choose this modification multiple times.

\n

Detachable Hand

\n

This augmentation replaces a hand.

\n

As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a container. You can move the hand up to its speed each time you use it

\n

You can choose this modification multiple times.

\n

Frailcasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Hardy Torso Prosthesis

\n

This augmentation replaces your torso.

\n

Your Constitution score becomes 13. If your Constitution score is already equal to or greater than 13, it has no effect on you. Additionally, you have advantage on saving throws against poison.

\n

Harpoon Hand

\n

This augmentation replaces a hand.

\n

You modify your hand, granting it the ability to transform into a harpoon. With this hand, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

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

\n

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

\n

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

\n

You can choose this modification multiple times.

\n

Integrated Subdermal Armor

\n

Prerequisite: 5th level

\n

When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier.

\n

Iridonian Grav-Lev Hand

\n

This augmentation replaces a hand.

\n

Your unarmed strikes with this arm deal 1 d4 ion damage, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift Additionally, you deal double damage to energy-based structures with your unarmed strikes.

\n

You can choose this modification multiple times.

\n

Magnetic Forearm Enhancement

\n

This augmentation replaces a forearm.

\n

Unarmed strikes with this hand have the reach property.

\n

You can choose this modification multiple times.

\n

Mighty Prowess Enabler

\n

Prerequisite: 5th level

\n

Prerequisite: Brawny Arm Prothesis

\n

The Strength score of your Brawny Arm Prosthesis increases by 2. Additionally, you are considered proficient with any weapon you wield with this arm. If the weapon requires two hands to use, and you are not already proficient with it, you only add half your proficiency bonus to attack rolls you make with it, unless you wield it in two of these hands.

\n

You can choose this modification multiple times.

\n

Nighthawk Ocular Implant

\n

This augmentation replaces your eyes.

\n

You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.

\n

Powered Harpoon Hand

\n

Prerequisite: 9th level

\n

Prerequisite: Harpoon Hand

\n

While your harpoon hand is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n

Rendcasting Inhibitor

\n

Prerequisite: 5th level

\n

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

\n

Skills Enhancement Package

\n

Prerequisite: 13th level

\n

When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.

\n

Sound Dampeners

\n

This augmentation replaces your ears.

\n

You are immune to the deafened condition, and you can enable or disable your ability to hear anytime. Additionally, your ears are equipped with a person translator that allows you to understand up to 15 languages different, however, you cannot speak them. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

\n

Surveillance Implant

\n

This augmentation replaces your face.

\n

This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.

\n

Survival And Surveillance Implant

\n

Prerequisite: 9th level

\n

This augmentation replaces your eyes and face.

\n

This implant contains several tools for long-term survival and reconnaissance. As a bonus action, you can activate one of the below modes that enable you to use several of these tools at once. Activating a different mode deactivates any currently active mode.

\n
    \n
  • Communications Mode: This communications suite includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver. While this mode is active, you cannot be deafened.
  • \n
  • Interceptor Mode: This is a jamming and electronic warfare suite that includes a comm jammer, a holotrace device and pocket scrambler.
  • \n
  • Respirator Mode: This includes a basic respirator that grants advantage on saving throws made to avoid being poisoned and resistance to poison damage.
  • \n
\n

Swift Gait Attuner

\n

Prerequisite: 5th level

\n

Prerequisite: Celerity Leg Prothesis

\n

The Dexterity score of your Celerity Leg Prosthesis increases by 2. Additionally, you gain proficiency in Dexterity saving throws.

\n

You can choose this modification multiple times.

\n

Vector Amplifier

\n

Prerequisite: 5th level

\n

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

\n

Vector Rangefinder

\n

Prerequisite: 5th level

\n

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

\n

Voice Synthesizer

\n

Prerequisite: 5th level

\n

This augmentation replaces your throat.

\n

This augmentation allows you to synthesize and perfectly mimic any voice that you have heard in the last month, and the synthesizer can translate verbal communications between up to 5 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer. Additionally, you can add your Intelligence modifier to any Charisma (Deception) check made to lie to another creature.

\n

Weapon Integration

\n

This augmentation replaces a forearm.

\n

You can integrate a single weapon that weighs no more than 8 lb. into your forearm. While integrated, you can use a bonus action to hide or reveal the weapon, which can only be used while revealed. While hidden, the weapon has the hidden property. While revealed, the weapon has the fixed property.

\n

You can choose this modification multiple times.

\n

Withercasting Inhibitor

\n

Prerequisite: 5th level

\n

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

"},"source":"EC","classCasterType":"Techcaster"},"flags":{"core":{"sourceId":"Item.wzj7DowWJZfxWwq7"}},"img":"systems/sw5e/packs/Icons/Archetypes/Biotech%20Engineering.webp","effects":[]} {"_id":"3GmBJl9h0FpyIKFg","name":"Path of Aggression","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Aggression

\n

From the murky depths of the dark side comes seething fury. Those sentinels who follow the Path of Aggression charge their weapon with lightning, culminating in a massive discharge that can ravage their opponents.

\n

Voltaic Slash

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.MkDRzlCkK2hDdtvi]{Lightning Charge} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn't already include that modifier.

\n

Thunderous Momentum

\n

Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and other effects that would reduce your speed only reduce it by 5 feet.

\n

Entropic Rush

\n

At 7th level, you've learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting @Compendium[sw5e.forcepowers.MkDRzlCkK2hDdtvi]{Lightning Charge}, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.

\n

Living Current

\n

By 13th level, you've learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat die + half the amount of damage taken (rounded down).

\n

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

\n

Retaliatory Strike

\n

At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the @Compendium[sw5e.forcepowers.MkDRzlCkK2hDdtvi]{Lightning Charge} force power, targeting them.

"},"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%20Aggression.webp","effects":[]} @@ -86,6 +87,7 @@ {"_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.

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

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Techcasting Ability

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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.

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

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Tech attack modifier = your proficiency bonus + your Intelligence modifier

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

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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
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Tracker Droid Companion

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

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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.

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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.

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

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  • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
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  • Your tracker droid's level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
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  • Your tracker droid has the proficiency bonus of a player character of the same level.
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  • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid's abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
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  • Your tracker droid can not wear armor or have armor integrated in its chassis.
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  • Your tracker droid is a valid target of the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power.
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Powered Ambush

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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.

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Ion Pulse

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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.

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Saboteur Practice Techcasting

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Sabotage

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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.

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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.

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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.

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

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Generating Your Tracker Droid

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

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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.

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Tracker Droid Features

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All tracker droids share the following traits.

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Hit Points

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  • Hit Dice: 1d4 per tracker droid companion level
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  • Hit Points at 1st Level: 4 + your tracker droid's Constitution modifier
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  • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid's Constitution modifier per tracker droid level after 1st
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Resistances and Vulnerabilities

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

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  • Tools: Your choice of demolitions kit, disguise kit, forgery kit, poisoner's kit, security kit, or slicer's kit
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  • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
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  • Skills: Two of your choice
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Features

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  • Armor Class: Your tracker droid's armor class equals 10 + its Dexterity modifier. Your tracker droid can't wear armor or have it integrated.
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  • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can't be removed while your tracker droid is conscious. Your tracker droid's shockprod deals 1 lightning damage on a hit, and it has the finesse property.
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  • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
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  • Size: Tiny
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  • Speed: 20 feet
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  • Type: Droid
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Tracker Droid Upgrades

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The traits are presented in alphabetical order.

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Aerial Travel Package

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Your tracker droid companion has a 30 foot flying speed.

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Camouflage Module

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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.

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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.

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Expertise Protocol

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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.

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Flyby

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Opportunity attacks made against your tracker droid have disadvantage.

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Four-Armed Tracker

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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).

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Heavy Plating

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Your tracker droid companion's armor class becomes 14.

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Interfaced Assistance Protocol

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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.

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Interfaced Crafting Protocol

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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.

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Interfaced Distraction Protocol

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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.

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Interfaced Healing Protocol

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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.

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Interfaced Tracking Protocol

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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.

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Keen Hearing

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

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Keen Sight

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

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Keen Smell

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

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Laser Cutter

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

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Light Plating

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

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Medium Plating

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

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Pintsized Arms

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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.

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Proficiency Protocol

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

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Ranged Interface Protocol

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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.

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Ranged Shockshot

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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.

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Scomp Link

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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.

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Sentry Dish

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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.

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Size: Small

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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.

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Spider Legs

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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.

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Storage

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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.

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Techcasting Range Protocol

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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.

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Undersized Arms

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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

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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.

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Gambler's Aptitude

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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.

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Risk versus Reward

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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.

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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.

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Additional Maneuvers

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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.

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All In

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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.

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Blind Luck

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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.

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Double Bluff

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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.

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The Idiot's Array

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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.

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Played Their Hand

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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.

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Pure Sabacc

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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.

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Raise the Stakes

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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.

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Take a Chance

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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.

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Tiebreaker

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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.

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Lucky Number 7

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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.

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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.

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Tell Me the Odds

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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).

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

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Borrowed Luck

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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.

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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.

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Discoveries (Gambler)

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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.

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Ace Up Your Sleeve

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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.

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Against the House

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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.

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Ante Up

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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.

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Calculated Bluff

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

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Cold Read

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Prerequisite: 5th level

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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.

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Feeling the Pressure

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Prerequisite: 13th level

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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.

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The Magic Number

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Prerequisite: 7th level

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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

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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.

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Bonus Proficiencies

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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.

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Cybertech Contraptions

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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.

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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).

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

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Potent Techcasting

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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.

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Adaptable Applications

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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).

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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.

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Combat Contrivances

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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.

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Perfected Purposing

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

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

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Cybertech Modifications

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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.

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Advanced Biotic Amplifier

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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.

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Advanced Corrosive Amplifier

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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.

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Advanced Cryo Amplifier

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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.

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Advanced Explosive Amplifier

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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.

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Arakyd Vector

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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.

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Augmented Explosive

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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.

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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.

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Belasco Dynamics

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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.

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Biotic Amplifier

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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.

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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.

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Climbing Gloves

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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.

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Corrosive Amplifier

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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.

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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.

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Cryo Amplifier

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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.

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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

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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.

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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

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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.

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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.

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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

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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.

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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.

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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

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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.

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Astrotech Engineering

\n

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

\n

Bonus Proficiencies

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Astrotech Engineering: 3rd level
You gain proficiency in astrotech's implements. Additionally, when you engage in crafting with astrotech's implements, the rate at which you craft doubles.

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Droid Companion

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Astrotech Engineering: 3rd, 11th, and 17th level
You employ all the knowledge you've accumulated to create and bond with your own droid companion.

\n

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

\n

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

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    \n
  • Your droid is a valid target of the tracker droid interface tech power.
  • \n
  • Your droid gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each droid trait in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of droid traits equal to half your Intelligence modifier (rounded up, minimum of one).
  • \n
\n

Lastly, while bonded and within 10 feet of you, when you would use your action to cast a 1st-level tech power, you can instead have your droid companion cast it. You still expend tech points as normal, and if the power requires concentration, it still uses your concentration. Your droid companion must use its action, and it uses its tech attack modifier and tech save DC instead of your own. At 5th level, your droid can cast 2nd-level tech powers in this way. This increases to 3rd-level powers at 9th level, 4th-level powers at 13th level, and 5th-level powers at 17th level. When you cast a power, you consume a number of uses of this feature equal to that power's level.

\n

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

\n

You can use this feature 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

Potent Integration

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

\n

Direct Controller

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Astrotech Engineering: 6th level
Your mastery of droids improves your ability to manipulate them. When you cast a power that could affect only droids or constructs, and you only affect droids with the power, 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 proficiency bonus, as shown in the engineer table. You regain all expended uses when you complete a long rest.

\n

Coordinated Attack

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Astrotech Engineering: 14th level
When you are the source of an effect that would force other creatures to make a saving throw, and your droid is one of those creatures, you can have your droid automatically succeed on the save. When your droid is the source of an effect that would force other creatures to make a saving throw, and you are one of those creatures, you can choose to automatically succeed on the save.

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Droid Defense

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Astrotech Engineering: 18th level
While your droid can see you, it has advantage on all saving throws.

\n

Generating Your Droid

\n

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

\n

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

\n

Droid Features

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All droids share the following features.

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Resistances and Vulnerabilities

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

Traits

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

Class I Droid

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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.

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

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Hit Points

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

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

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    \n
  • Size: Medium
  • \n
  • Speed: 25 ft.
  • \n
\n

Class II Droid

\n

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

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

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Hit Points

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

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

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

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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.

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

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Hit Points

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

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

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

\n

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

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

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Hit Points

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

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

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

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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.

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

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Hit Points

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

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

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

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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.

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Advanced Power Core

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

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Alarm Protocol

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

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

Analysis Protocol

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

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

Arm Cannons

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

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

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Back-Up Protocol

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

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

\n

Celerity Augment

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

\n

You can choose this modification twice.

\n

Charisma Chip

\n

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

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Durability Module

\n

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

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

Emergency Mode

\n

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

\n

Energy Shield

\n

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

\n

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

\n

Expertise Protocol

\n

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

\n

False Combustion

\n

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

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Fighting Style Protocol

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

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Flamethrower

\n

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

\n

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

\n

Four-Armed Combatant

\n

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

\n

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

\n

Heavy Plating

\n

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

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Light Plating

\n

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

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Martial Protocol

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

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

Medium Plating

\n

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

\n

Memory Protocol

\n

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

\n

Observant Protocol

\n

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

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

Performance Protocol

\n

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

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

Powerful Droid

\n

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

\n

Powerful Grip

\n

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

\n

Premium Power Core

\n

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

\n

Proficiency Protocol

\n

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

\n

Prototype Power Core

\n

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

\n

Repulsor Coil

\n

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

\n

Sensor Augmentation

\n

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

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

Stun Ray

\n

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

\n

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

\n

Techcasting Protocol

\n

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

\n

Toughness Module

\n

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

\n
    \n
  • Your droid becomes proficient in Constitution saving throws. If it is already proficient, it becomes proficient in another saving throw of your choice.
  • \n
  • Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
  • \n
"},"source":"EC","className":"Engineer","classCasterType":"Techcaster"},"flags":{"core":{"sourceId":"Item.sHwnnYdRrVymHnAJ"}},"img":"systems/sw5e/packs/Icons/Archetypes/Astrotech%20Engineering%20(Companion).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 attack twice, instead of once, whenever you take the Attack action on your turn.
  • \n
  • Your Strength score becomes equal to your Intelligence score.
  • \n
  • You gain a bonus to your AC equal to half your Intelligence modifier (rounded down, minimum of +1) if it doesn't already include that modifier.
  • \n
\n

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

\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":[]} From 5bb253d9c3deda9d49f77ff6f961565857d0b4fe Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Fri, 6 Aug 2021 16:38:15 -0400 Subject: [PATCH 10/19] Update Core to 1.4.1 Update Core to 1.4.1 and internal Version to 1.4.1.R1-A8 --- lang/en.json | 41 +- less/original/actors.less | 1323 +++++----- less/original/apps.less | 1135 +++++---- less/original/npc.less | 100 +- less/original/vehicle.less | 53 +- less/update/components/actor-global.less | 2228 +++++++++-------- module/active-effect.js | 113 + module/actor/entity.js | 261 +- module/actor/sheets/newSheet/base.js | 203 +- module/actor/sheets/newSheet/character.js | 4 + module/actor/sheets/newSheet/npc.js | 19 + module/actor/sheets/newSheet/vehicle.js | 53 +- module/actor/sheets/oldSheets/base.js | 203 +- module/actor/sheets/oldSheets/character.js | 5 + module/actor/sheets/oldSheets/npc.js | 19 + module/actor/sheets/oldSheets/vehicle.js | 53 +- module/apps/actor-armor.js | 94 + module/apps/actor-flags.js | 4 +- module/apps/proficiency-selector.js | 120 + module/apps/property-attribution.js | 92 + module/apps/trait-selector.js | 11 +- module/config.js | 179 +- module/item/entity.js | 49 +- module/item/sheet.js | 13 +- module/migration.js | 84 +- module/settings.js | 12 + module/templates.js | 2 + sw5e.js | 25 +- system.json | 315 ++- template.json | 2042 ++++++++------- .../actors/newActor/character-sheet.html | 16 +- templates/actors/newActor/npc-sheet.html | 35 +- .../actors/newActor/parts/swalt-core.html | 4 +- .../newActor/parts/swalt-inventory.html | 2 +- .../actors/newActor/parts/swalt-traits.html | 6 +- .../actors/newActor/parts/swalt-warnings.html | 5 + templates/actors/newActor/vehicle-sheet.html | 18 +- .../actors/oldActor/character-sheet.html | 17 +- templates/actors/oldActor/npc-sheet.html | 25 +- .../actors/oldActor/parts/actor-features.html | 2 +- .../oldActor/parts/actor-inventory.html | 2 +- .../actors/oldActor/parts/actor-traits.html | 6 +- .../actors/oldActor/parts/actor-warnings.html | 5 + templates/actors/oldActor/vehicle-sheet.html | 18 +- templates/actors/parts/active-effects.html | 78 +- templates/apps/actor-armor.html | 21 + templates/apps/property-attribution.html | 16 + templates/apps/trait-selector.html | 36 +- templates/chat/item-card.html | 5 +- templates/items/backpack.html | 13 +- templates/items/class.html | 21 +- templates/items/consumable.html | 10 +- templates/items/equipment.html | 11 +- templates/items/loot.html | 4 +- templates/items/tool.html | 26 +- templates/items/weapon.html | 10 +- 56 files changed, 5440 insertions(+), 3827 deletions(-) create mode 100644 module/active-effect.js create mode 100644 module/apps/actor-armor.js create mode 100644 module/apps/proficiency-selector.js create mode 100644 module/apps/property-attribution.js create mode 100644 templates/actors/newActor/parts/swalt-warnings.html create mode 100644 templates/actors/oldActor/parts/actor-warnings.html create mode 100644 templates/apps/actor-armor.html create mode 100644 templates/apps/property-attribution.html diff --git a/lang/en.json b/lang/en.json index 1decdafc..fa5eb7f4 100644 --- a/lang/en.json +++ b/lang/en.json @@ -41,6 +41,8 @@ "SETTINGS.5eDiagPHB": "PHB: Equidistant (5/5/5)", "SETTINGS.5eInitTBL": "Append the raw Dexterity ability score to break ties in Initiative.", "SETTINGS.5eInitTBN": "Initiative Dexterity Tiebreaker", + "SETTINGS.5eMetricN": "Use Metric Weight Units", + "SETTINGS.5eMetricL": "Replaces all reference to lbs with kgs and updates the encumberance calculations to use metric weight units.", "SETTINGS.5eNoExpL": "Remove experience bars from character sheets.", "SETTINGS.5eNoExpN": "Disable Experience Tracking", "SETTINGS.5eReset": "Reset", @@ -58,6 +60,7 @@ "SW5E.AbbreviationConc": "Conc.", "SW5E.AbbreviationCR": "CR", "SW5E.AbbreviationDC": "DC", + "SW5E.AbbreviationKgs": "kgs", "SW5E.AbbreviationLbs": "lbs.", "SW5E.AbbreviationLevel": "Lvl.", "SW5E.AbbreviationLR": "LR", @@ -127,6 +130,19 @@ "SW5E.ArchetypeName": "Archetype Name", "SW5E.Archetypes": "Archetypes", "SW5E.ArmorClass": "Armor Class", + "SW5E.ArmorClassEquipment": "Equipped Armor", + "SW5E.ArmorClassFlat": "Flat", + "SW5E.ArmorClassUnarmored": "Unarmored", + "SW5E.ArmorClassNatural": "Natural Armor", + "SW5E.ArmorClassMage": "Mage Armor", + "SW5E.ArmorClassDraconic": "Draconic Resilience", + "SW5E.ArmorClassUnarmoredMonk": "Unarmored Defense (Monk)", + "SW5E.ArmorClassUnarmoredBarbarian": "Unarmored Defense (Barbarian)", + "SW5E.ArmorClassCustom": "Custom Formula", + "SW5E.ArmorConfig": "Configure Armor", + "SW5E.ArmorConfigHint": "Fill in the above box to override automatically calculated armor class.", + "SW5E.ArmorClassCalculation": "Calculation", + "SW5E.ArmorClassFormula": "Formula", "SW5E.ArmorProperAbsorptive": "Absorptive", "SW5E.ArmorProperAgile": "Agile", "SW5E.ArmorProperAnchor": "Anchor", @@ -171,6 +187,7 @@ "SW5E.Background": "Background", "SW5E.Biography": "Biography", "SW5E.Bonds": "Bonds", + "SW5E.Bonus": "Bonus", "SW5E.BonusAbilityCheck": "Global Ability Check Bonus", "SW5E.BonusAbilitySave": "Global Saving Throw Bonus", "SW5E.BonusAbilitySkill": "Global Skill Check Bonus", @@ -211,6 +228,7 @@ "SW5E.ClassOriginal": "Original Class", "SW5E.ClassSaves": "Saving Throws", "SW5E.ClassSkillsChosen": "Chosen Class Skills", + "SW5E.ClassSkillsEligible": "Eligible Class Skills", "SW5E.ClassSkillsNumber": "Number of Starting Skills", "SW5E.Collapse": "Collapse/Expand", "SW5E.ComponentMaterial": "Material", @@ -340,6 +358,8 @@ "SW5E.Disadvantage": "Disadvantage", "SW5E.DistAny": "Any", "SW5E.DistFt": "Feet", + "SW5E.DistKm": "Kilometers", + "SW5E.DistM": "Meters", "SW5E.DistMi": "Miles", "SW5E.DistSelf": "Self", "SW5E.DistTouch": "Touch", @@ -351,6 +371,8 @@ "SW5E.EffectInactive": "Inactive Effects", "SW5E.EffectNew": "New Effect", "SW5E.EffectPassive": "Passive Effects", + "SW5E.EffectUnavailable": "Unavailable Effects", + "SW5E.EffectUnavailableInfo": "Source item must be equipped or attuned to activate these", "SW5E.Effects": "Effects", "SW5E.EffectTemporary": "Temporary Effects", "SW5E.EffectsCategoryInactive": "Inactive Effects", @@ -581,11 +603,18 @@ "SW5E.ItemName": "Item Name", "SW5E.ItemNew": "New {type}", "SW5E.ItemNoUses": "{name} has no available uses remaining.", + "SW5E.ItemRarityCommon": "common", + "SW5E.ItemRarityUncommon": "uncommon", + "SW5E.ItemRarityRare": "rare", + "SW5E.ItemRarityVeryRare": "very rare", + "SW5E.ItemRarityLegendary": "legendary", + "SW5E.ItemRarityArtifact": "artifact", "SW5E.ItemRechargeCheck": "{name} recharge check", "SW5E.ItemRechargeFailure": "failure!", "SW5E.ItemRechargeSuccess": "success!", "SW5E.ItemRequiredStr": "Required Strength", "SW5E.ItemToolProficiency": "Tool Proficiency", + "SW5E.ItemToolType": "Tool Type", "SW5E.ItemTypeArchetype": "Archetype", "SW5E.ItemTypeBackground": "Background", "Sw5E.ItemTypeBackgroundPl": "Backgrounds", @@ -892,6 +921,8 @@ "SW5E.Price": "Price", "SW5E.Proficiency": "Proficiency", "SW5E.Proficient": "Proficient", + "SW5E.PropertyBase": "Base", + "SW5E.PropertyTotal": "Total", "SW5E.Quantity": "Quantity", "SW5E.Range": "Range", "SW5E.Rank": "Rank", @@ -1121,7 +1152,7 @@ "SW5E.ToolSurveyor": "Surveyor's Tools", "SW5E.ToolSynthweaver": "Synthweavers's Tools", "SW5E.ToolTinker": "Tinker's Tools", - "SW5E.ToolVehicle": "Vehicle (Land or Water)", + "SW5E.ToolVehicle": "Vehicles", "SW5E.TraitArmorProf": "Armor Proficiencies", "SW5E.TraitSave": "Update", "SW5E.TraitSelectorSpecial": "Special (Split with Semi-Colon)", @@ -1148,10 +1179,16 @@ "SW5E.VehicleEquipment": "Vehicle Equipment", "SW5E.VehicleMishap": "Mishap", "SW5E.VehiclePassengers": "Passengers", + "SW5E.VehicleTypeAir": "Air Vehicle", + "SW5E.VehicleTypeLand": "Land Vehicle", + "SW5E.VehicleTypeWater": "Water Vehicle", "SW5E.VehicleUncrewed": "Uncrewed", "SW5E.Versatile": "Versatile", "SW5E.VersatileDamage": "Versatile Damage", "SW5E.VsDC": "vs DC.", + "SW5E.WarnBadACFormula": "The provided AC formula could not be evaluated.", + "SW5E.WarnMultipleArmor": "More than one suit of armor equipped, AC calculation may be incorrect.", + "SW5E.WarnMultipleShields": "More than one shield equipped, AC calculation may be incorrect.", "SW5E.WeaponAmmo": "Ammunition", "SW5E.WeaponBlasterPistolProficiency": "Blaster Pistol", "SW5E.WeaponChakramProficiency": "Chakrams", @@ -1234,4 +1271,4 @@ "SW5E.WeaponVibrorapierProficiency": "Vibrorapier", "SW5E.WeaponVibrowhipProficiency": "Vibrowhip", "SW5E.Weight": "Weight" -} \ No newline at end of file +} diff --git a/less/original/actors.less b/less/original/actors.less index eef86c31..f3d6c9be 100644 --- a/less/original/actors.less +++ b/less/original/actors.less @@ -3,688 +3,733 @@ @actorNameHeight: 60px; .sw5e.sheet.actor { + /* ----------------------------------------- */ + /* Sheet Header */ + /* ----------------------------------------- */ + .sheet-header { + // Portrait Artwork + img.profile { + flex: 0 0 160px; + max-width: 160px; + height: 160px; + } - /* ----------------------------------------- */ - /* Sheet Header */ - /* ----------------------------------------- */ - .sheet-header { + // Character Name + h1.charname { + flex: 1; + height: @actorNameHeight; + padding: 0; + input { + height: @actorNameHeight - 20px; + margin: 10px 0; + } + } - // Portrait Artwork - img.profile { - flex: 0 0 160px; - max-width: 160px; - height: 160px; + // Character Level + .header-exp { + flex: 0 0 150px; + margin-right: 3px; + height: @actorNameHeight; + justify-content: flex-end; + text-align: right; + } + + // Character Summary + .summary { + height: 30px; + border-bottom: @borderGroove; + font-size: 18px; + input, + span { + display: block; + height: 24px; + line-height: 24px; + } + select { + position: relative; + top: -4px; + } + } + + // Primary Attributes + .attributes { + flex: 0 0 100%; + margin: 0; + + .attribute { + height: 70px; + margin: 0; + border: none; + border-right: @borderGroove; + border-radius: 0; + + &:last-child { + border-right: none; + } + + .attribute-name { + position: relative; + } + + .attribute-value { + height: 30px; + line-height: 30px; + } + + // Attribute Configuration + .config-button { + position: absolute; + display: none; + right: -6px; + top: -3px; + font-size: 10px; + font-weight: normal; + } + &:hover .config-button { + display: block; + } + + // Temporary HP + input.temphp { + width: 48%; + } + + // Attribution Tooltip + .property-attribution { + min-width: 150px; + top: 50px; + font-family: Signika, sans-serif; + font-size: 14px; + font-weight: normal; + line-height: 1rem; + } + } + } } - // Character Name - h1.charname { - flex: 1; - height: @actorNameHeight; - padding: 0; - input { - height: @actorNameHeight - 20px; - margin: 10px 0; - } - } + /* ----------------------------------------- */ + /* General Styles */ + /* ----------------------------------------- */ - // Character Level - .header-exp { - flex: 0 0 150px; - margin-right: 3px; - height: @actorNameHeight; - justify-content: flex-end; - text-align: right; - } - - // Character Summary - .summary { - height: 30px; - border-bottom: @borderGroove; - font-size: 18px; - input, span { - display: block; - height: 24px; - line-height: 24px; - } - } - - // Primary Attributes - .attributes { - flex: 0 0 100%; - margin: 0; - - .attribute { - height: 70px; - margin: 0; - border: none; - border-right: @borderGroove; - border-radius: 0; - - &:last-child { - border-right: none; - } - - .attribute-value { - height: 30px; - line-height: 30px; - } - } - - // Movement Configuration - .movement, .hit-dice { - h4.attribute-name { - position: relative; - } - .config-button { - position: absolute; - display: none; - right: 0; - top: 1px; - font-size: 12px; - font-weight: normal; - } - &:hover .config-button { - display: block; - } - } - - // Temporary HP - input.temphp { - width: 48%; - } - } - } - - /* ----------------------------------------- */ - /* General Styles */ - /* ----------------------------------------- */ - - // Box Headers - h4.box-title { - height: 18px; - line-height: 16px; - margin: 4px 8px 2px; - .russoOne(14px); - color: @colorOlive; - border-bottom: 1px solid @colorFaint; - white-space: nowrap; - } - - /* ----------------------------------------- */ - /* Attributes */ - /* ----------------------------------------- */ - - .tab.attributes { - overflow: hidden; - } - - ul.attributes { - flex: 0 0 60px; - list-style: none; - margin: 0; - padding: 0; - - li.attribute { - height: 60px; - margin: 0 5px 0 0; - border: @borderGroove; - border-radius: 4px; - text-align: center; - - &:last-child { - margin: 0; - } - - .attribute-value { - display: flex; - justify-content: center; - align-items: center; - height: 28px; - line-height: 28px; - .russoOne(); - - > * { - font-weight: 400; - font-size: 24px; - } - - &.multiple input { - flex: 0 0 33%; - } - } - - .attribute-footer { - flex: 0 0 18px; - margin-top: -1px; - line-height: 18px; - font-family: "Signika", sans-serif; - font-size: 12px; - font-weight: 400; - white-space: nowrap; - } - } - } - - /* ----------------------------------------- */ - /* Ability Scores */ - /* ----------------------------------------- */ - - .ability-scores { - flex: 0 0 100px; - height: 440px; - list-style: none; - margin: 0; - padding: 0; - .russoOne(); - border: @borderGroove; - border-radius: 3px; - - .ability { - height: 70px; - text-align: center; - border-bottom: @borderGroove; - - &:last-child { - border-bottom: none; - margin-bottom: -3px; - } - - input.ability-score { - height: 30px; - width: 36px; - margin: 0 auto; - line-height: 32px; - font-size: 24px; - } - - .ability-modifiers { - height: 24px; - margin: -8px 0 0; - - span.ability-mod, - span.ability-save { - flex: 0 0 24px; - height: 22px; - line-height: 22px; - font-size: 16px; - border-top: @borderGroove; - } - - span.ability-mod { - border-right: @borderGroove; - } - - .ability-proficiency { - line-height: 30px; - } - - span.ability-save { - border-left: @borderGroove; - } - } - } - } - - // Proficiency Toggle Buttons - .proficiency-toggle { - color: @colorBeige; - font-size: 12px; - } - .proficient .proficiency-toggle { - color: @colorOlive; - } - - .locked .proficiency-toggle { - color: @colorBeige; - text-shadow: none; - cursor: default; - } - - /* ----------------------------------------- */ - /* Skills */ - /* ----------------------------------------- */ - - ul.skills-list { - flex: 0 0 180px; - height: 440px; - list-style: none; - margin: 0 5px 0; - padding: 3px 0 2px; - border: @borderGroove; - border-radius: 3px; - - li.skill { - height: 24px; - width: 225px; - padding: 3px 2px; - - &:nth-child(even) { - background: rgba(0, 0, 0, 0.05); - } - - h4 { - flex: 1px; - margin: 0; - font-size: 11px; - line-height: 18px; - } - - .skill-proficiency { - flex: 0 0 16px; - line-height: 18px; - } - - .skill-ability { - flex: 0 0 26px; - text-transform: capitalize; - } - - .skill-mod { - flex: 0 0 20px; - } - - .skill-passive { - flex: 0 0 26px; - text-align: center; - color: @colorTan; - } - } - } - - /* ----------------------------------------- */ - /* Statuses */ - /* ----------------------------------------- */ - - .counters { - flex: none; - padding: 5px 0; - margin: 0; - border-bottom: @borderGroove; - - .counter { - height: 20px; - line-height: 20px; - - h4 { - flex: auto; - margin: 0; - font-size: 13px; - font-weight: bold; + // Box Headers + h4.box-title { + height: 18px; + line-height: 16px; + margin: 4px 8px 2px; + .russoOne(14px); color: @colorOlive; - } + border-bottom: 1px solid @colorFaint; + white-space: nowrap; + } - .counter-value { - flex: none; - text-align: right; - > * { - display: inline; - } - } + /* ----------------------------------------- */ + /* Attributes */ + /* ----------------------------------------- */ - input[type="text"], - input[type="number"] { - height: 20px; - max-width: 20px; + .tab.attributes { + overflow: hidden; + } + + ul.attributes { + flex: 0 0 60px; + list-style: none; margin: 0; padding: 0; - text-align: center; - } - input[type="checkbox"] { + + li.attribute { + height: 60px; + margin: 0 5px 0 0; + border: @borderGroove; + border-radius: 4px; + text-align: center; + + &:last-child { + margin: 0; + } + + .attribute-value { + display: flex; + justify-content: center; + align-items: center; + height: 28px; + line-height: 28px; + .russoOne(); + + > * { + font-weight: 400; + font-size: 24px; + } + + &.multiple input { + flex: 0 0 33%; + } + } + + .attribute-footer { + flex: 0 0 18px; + margin-top: -1px; + line-height: 18px; + font-family: "Signika", sans-serif; + font-size: 12px; + font-weight: 400; + white-space: nowrap; + } + } + } + + .attributable { position: relative; - width: 16px; - height: 16px; + + &:hover .tooltip { + display: block; + } + } + + /* ----------------------------------------- */ + /* Ability Scores */ + /* ----------------------------------------- */ + + .ability-scores { + flex: 0 0 100px; + height: 440px; + list-style: none; margin: 0; - top: 4px; - } - span.sep { + padding: 0; + .russoOne(); + border: @borderGroove; + border-radius: 3px; + + .ability { + height: 70px; + text-align: center; + border-bottom: @borderGroove; + + &:last-child { + border-bottom: none; + margin-bottom: -3px; + } + + input.ability-score { + height: 30px; + width: 36px; + margin: 0 auto; + line-height: 32px; + font-size: 24px; + } + + .ability-modifiers { + height: 24px; + margin: -8px 0 0; + + span.ability-mod, + span.ability-save { + flex: 0 0 24px; + height: 22px; + line-height: 22px; + font-size: 16px; + border-top: @borderGroove; + } + + span.ability-mod { + border-right: @borderGroove; + } + + .ability-proficiency { + line-height: 30px; + } + + span.ability-save { + border-left: @borderGroove; + } + } + } + } + + // Proficiency Toggle Buttons + .proficiency-toggle { + color: @colorBeige; font-size: 12px; - } } - } - - /* ----------------------------------------- */ - /* Traits */ - /* ----------------------------------------- */ - - .center-pane { - height: 100%; - padding: 0 5px 0 3px; - overflow-y: auto; - scrollbar-width: thin; - } - - .traits { - .form-group, .form-group-stacked { - margin: 0 0 3px 0; - justify-content: space-between; - } - .config-button { - flex: 1; + .proficient .proficiency-toggle { + color: @colorOlive; } - label { - flex: none; - line-height: 20px; - font-weight: bold; - margin: 0 10px 0 0; + .locked .proficiency-toggle { + color: @colorBeige; + text-shadow: none; + cursor: default; } - select { - max-width: 200px; + /* ----------------------------------------- */ + /* Skills */ + /* ----------------------------------------- */ + + ul.skills-list { + flex: 0 0 180px; + height: 440px; + list-style: none; + margin: 0 5px 0; + padding: 3px 0 2px; + border: @borderGroove; + border-radius: 3px; + + li.skill { + height: 24px; + width: 225px; + padding: 3px 2px; + + &:nth-child(even) { + background: rgba(0, 0, 0, 0.05); + } + + h4 { + flex: 1px; + margin: 0; + font-size: 11px; + line-height: 18px; + } + + .skill-proficiency { + flex: 0 0 16px; + line-height: 18px; + } + + .skill-ability { + flex: 0 0 26px; + text-transform: capitalize; + } + + .skill-mod { + flex: 0 0 20px; + } + + .skill-passive { + flex: 0 0 26px; + text-align: center; + color: @colorTan; + } + } } - input { - text-align: right; - } + /* ----------------------------------------- */ + /* Statuses */ + /* ----------------------------------------- */ - i.fas { - float: right; - margin-right: 3px; - text-align: right; - color: #999; - - &:hover { - color: #111; - text-shadow: 0 0 10px red; - } - } - - .inactive { - color: @colorTan; - } - } - - /* ----------------------------------------- */ - /* Inventory Lists */ - /* ----------------------------------------- */ - - .tab.features, - .tab.inventory, - .tab.force-powerbook, - .tab.tech-powerbook { - overflow-y: hidden; - } - - /* Inventory List Filters */ - .inventory-filters { - margin: 0 8px; - flex: 0 0 20px; - justify-content: flex-end; - - .currency { - flex: 0 0 100%; - list-style: none; - margin: 4px 0 8px; - padding: 0; - font-size: 12px; - - label { - flex: 0; - margin-left: 8px; - text-align: right; - line-height: 20px; - color: @colorTan; - } - input[type="text"] { - flex: 0 0 48px; - text-align: center; - margin-left: 8px; + .counters { + flex: none; + padding: 5px 0; + margin: 0; border-bottom: @borderGroove; - } + + .counter { + height: 20px; + line-height: 20px; + + h4 { + flex: auto; + margin: 0; + font-size: 13px; + font-weight: bold; + color: @colorOlive; + } + + .counter-value { + flex: none; + text-align: right; + > * { + display: inline; + } + } + + input[type="text"], + input[type="number"] { + height: 20px; + max-width: 20px; + margin: 0; + padding: 0; + text-align: center; + } + input[type="checkbox"] { + position: relative; + width: 16px; + height: 16px; + margin: 0; + top: 4px; + } + span.sep { + font-size: 12px; + } + } } - } - // Inventory item lists - .inventory-list { - padding: 0 5px; - .item { - .item-name { - cursor: pointer; - &.rollable:hover .item-image { - background-image: url("../../icons/svg/d20-grey.svg") !important; + /* ----------------------------------------- */ + /* Traits */ + /* ----------------------------------------- */ + + .center-pane { + height: 100%; + padding: 0 5px 0 3px; + overflow-y: auto; + scrollbar-width: thin; + } + + .traits { + .form-group, + .form-group-stacked { + margin: 0 0 3px 0; + justify-content: space-between; } - &.rollable .item-image:hover { - background-image: url("../../icons/svg/d20-black.svg") !important; + .config-button { + flex: 1; } - i.attuned { color: @colorTan; } - i.not-attuned { color: @colorCrimson; } - } - // Item uses - .item-uses input { - width: 24px; - text-align: center; - } + label { + flex: none; + line-height: 20px; + font-weight: bold; + margin: 0 10px 0 0; + } - // Item Dropdown Properties - .item-properties { - margin-top: 3px; - } + select { + max-width: 200px; + } - // Charged - .item-recharge { - flex: 0 0 80px; + input { + text-align: right; + } + + i.fas { + float: right; + margin-right: 3px; + text-align: right; + color: #999; + + &:hover { + color: #111; + text-shadow: 0 0 10px red; + } + } + + .inactive { + color: @colorTan; + } + } + + /* ----------------------------------------- */ + /* Inventory Lists */ + /* ----------------------------------------- */ + + .tab.features, + .tab.inventory, + .tab.force-powerbook, + .tab.tech-powerbook { + overflow-y: hidden; + } + + /* Inventory List Filters */ + .inventory-filters { + margin: 0 8px; + flex: 0 0 20px; + justify-content: flex-end; + + .currency { + flex: 0 0 100%; + list-style: none; + margin: 4px 0 8px; + padding: 0; + font-size: 12px; + + label { + flex: 0; + margin-left: 8px; + text-align: right; + line-height: 20px; + color: @colorTan; + } + input[type="text"] { + flex: 0 0 48px; + text-align: center; + margin-left: 8px; + border-bottom: @borderGroove; + } + } + } + + // Inventory item lists + .inventory-list { + padding: 0 5px; + .item { + .item-name { + cursor: pointer; + &.rollable:hover .item-image { + background-image: url("../../icons/svg/d20-grey.svg") !important; + } + &.rollable .item-image:hover { + background-image: url("../../icons/svg/d20-black.svg") !important; + } + i.attuned { + color: @colorTan; + } + i.not-attuned { + color: @colorCrimson; + } + } + + // Item uses + .item-uses input { + width: 24px; + text-align: center; + } + + // Item Dropdown Properties + .item-properties { + margin-top: 3px; + } + + // Charged + .item-recharge { + flex: 0 0 80px; + text-align: right; + font-size: 11px; + white-space: nowrap; + } + } + + // Inventory Header + .inventory-header { + .item-controls a.item-create { + flex: 0 0 100%; + } + } + + // Item Detail Sections + .item-detail { + flex: 0 0 70px; + font-size: 12px; + text-align: center; + border-right: 1px solid @colorFaint; + word-break: break-word; + white-space: nowrap; + overflow: hidden; + &:last-child { + border-right: none; + } + &.item-action { + flex: 0 0 100px; + } + &.attunement { + flex: 0 0 24px; + } + } + .item-weight { + flex: 0 0 60px; + border-left: 1px solid @colorFaint; + border-right: 1px solid @colorFaint; + } + + // Item Control Buttons + .item-controls { + flex: 0 0 44px; + } + + // Item Dropdown Summary + .item-summary { + flex: 0 0 100%; + font-size: 12px; + line-height: 16px; + padding: 0.25em 0.5em; + color: @colorDark; + border-top: 1px solid @colorFaint; + h2 { + font-family: "Russo One"; + font-size: 20px; + font-weight: 400; + text-transform: uppercase; + letter-spacing: 0.5px; + border-bottom: 2px solid rgb(13, 153, 204); + color: #c40f0f; + } + } + } + + /* Encumbrance Bar */ + .encumbrance { + flex: 0 0 12px; + background: @colorTan; + margin: 1px 15px 0 1px; + border: 1px solid @colorDark; + border-radius: 3px; + position: relative; + + .encumbrance-bar { + position: absolute; + top: 1px; + left: 1px; + background: #6c8aa5; + height: 8px; + border: 1px solid #cde4ff; + border-radius: 2px; + } + + .encumbrance-label { + height: 10px; + padding: 0 5px; + position: absolute; + top: 0; + right: 0; + font-size: 13px; + line-height: 12px; + text-align: right; + color: #eee; + text-shadow: 0 0 5px #000; + } + + .encumbrance-breakpoint { + display: block; + position: absolute; + &.encumbrance-33 { + left: 33%; + } + &.encumbrance-66 { + left: 66%; + } + } + + .arrow-up { + bottom: 0; + width: 0; + height: 0; + border-left: 4px solid transparent; + border-right: 4px solid transparent; + border-bottom: 4px solid #666; + } + + .arrow-down { + top: 0; + width: 0; + height: 0; + border-left: 4px solid transparent; + border-right: 4px solid transparent; + border-top: 4px solid #666; + } + + &.encumbered { + .arrow-up { + border-bottom: 4px solid #000; + } + .arrow-down { + border-top: 4px solid #000; + } + } + } + + /* ----------------------------------------- */ + /* Powerbook */ + /* ----------------------------------------- */ + + .powercasting-ability { + flex: 0 0 240px; + margin: 0; + label, + span { + flex: none; + } + input { + flex: 0 0 28px; + text-align: center; + } + select { + margin: 0 5px; + flex: 0 0 120px; + } + } + + .power-slots, + .power-comps { + flex: none; + padding: 0 5px; + font-size: 12px; + color: @colorTan; + border-right: 1px solid @colorFaint; + } + + .power-slots { + input { + display: inline; + max-width: 20px; + } + .sep { + font-size: 13px; + font-weight: normal; + } + } + + .powerbook .power-uses { + padding-right: 5px; text-align: right; - font-size: 11px; - white-space: nowrap; - } + color: @colorTan; } - // Inventory Header - .inventory-header { - .item-controls a.item-create { - flex: 0 0 100%; - } + .power-school, + .power-action, + .power-target { + flex: 0 0 100px; + font-size: 12px; + color: @colorTan; + text-align: center; + border-right: 1px solid @colorFaint; } - // Item Detail Sections - .item-detail { - flex: 0 0 70px; - font-size: 12px; - text-align: center; - border-right: 1px solid @colorFaint; - word-break: break-word; - white-space: nowrap; - overflow: hidden; - &:last-child { border-right: none; } - &.item-action {flex: 0 0 100px} - &.attunement {flex: 0 0 24px} - } - .item-weight { - flex: 0 0 60px; - border-left: 1px solid @colorFaint; - border-right: 1px solid @colorFaint; + .power-component { + line-height: 14px; + &.C, + &.R { + display: inline-block; + text-align: center; + padding-top: 1px; + width: 16px; + color: @colorFaint; + background: rgba(0, 0, 0, 0.4); + border: 1px solid transparent; + border-radius: 8px; + } } - // Item Control Buttons - .item-controls { - flex: 0 0 44px; + // Empty powerbook controls + .powerbook-empty .item-controls { + flex: 1; } - // Item Dropdown Summary - .item-summary { - flex: 0 0 100%; - font-size: 12px; - line-height: 16px; - padding: 0.25em 0.5em; - color: @colorDark; - border-top: 1px solid @colorFaint; - h2 { - font-family: 'Russo One'; - font-size: 20px; - font-weight: 400; - text-transform: uppercase; - letter-spacing: 0.5px; - border-bottom: 2px solid rgb(13, 153, 204); - color: #c40f0f; - } - } - } + /* ----------------------------------------- */ + /* Features Tab */ + /* ----------------------------------------- */ - /* Encumbrance Bar */ - .encumbrance { - flex: 0 0 12px; - background: @colorTan; - margin: 1px 15px 0 1px; - border: 1px solid @colorDark; - border-radius: 3px; - position: relative; - - .encumbrance-bar { - position: absolute; - top: 1px; - left: 1px; - background: #6c8aa5; - height: 8px; - border: 1px solid #cde4ff; - border-radius: 2px; + // Original class icon + .features i.original-class { + color: #4b4a44; } - .encumbrance-label { - height: 10px; - padding: 0 5px; - position: absolute; - top: 0; - right: 0; - font-size: 13px; - line-height: 12px; - text-align: right; - color: #EEE; - text-shadow: 0 0 5px #000; + /* ----------------------------------------- */ + /* TinyMCE */ + /* ----------------------------------------- */ + + .editor { + padding: 0 8px; } - - .encumbrance-breakpoint { - display: block; - position: absolute; - &.encumbrance-33 { left: 33% } - &.encumbrance-66 { left: 66% } - } - - .arrow-up { - bottom: 0; - width: 0; - height: 0; - border-left: 4px solid transparent; - border-right: 4px solid transparent; - border-bottom: 4px solid #666; - } - - .arrow-down { - top: 0; - width: 0; - height: 0; - border-left: 4px solid transparent; - border-right: 4px solid transparent; - border-top: 4px solid #666; - } - - &.encumbered { - .arrow-up { border-bottom: 4px solid #000; } - .arrow-down { border-top: 4px solid #000; } - } - } - - /* ----------------------------------------- */ - /* Powerbook */ - /* ----------------------------------------- */ - - .powercasting-ability { - flex: 0 0 240px; - margin: 0; - label, span { - flex: none; - } - input { - flex: 0 0 28px; - text-align: center; - } - select { - margin: 0 5px; - flex: 0 0 120px; - } - } - - .power-slots, - .power-comps { - flex: none; - padding: 0 5px; - font-size: 12px; - color: @colorTan; - border-right: 1px solid @colorFaint; - } - - .power-slots { - input { - display: inline; - max-width: 20px; - } - .sep { - font-size: 13px; - font-weight: normal; - } - } - - .powerbook .power-uses { - padding-right: 5px; - text-align: right; - color: @colorTan; - } - - .power-school, .power-action, .power-target { - flex: 0 0 100px; - font-size: 12px; - color: @colorTan; - text-align: center; - border-right: 1px solid @colorFaint; - } - - .power-component { - line-height: 14px; - &.C, &.R { - display: inline-block; - text-align: center; - padding-top: 1px; - width: 16px; - color: @colorFaint; - background: rgba(0, 0, 0, 0.4); - border: 1px solid transparent; - border-radius: 8px; - } - } - - // Empty powerbook controls - .powerbook-empty .item-controls { flex: 1; } - - /* ----------------------------------------- */ - /* Features Tab */ - /* ----------------------------------------- */ - - // Original class icon - .features i.original-class { - color: #4b4a44 - } - - /* ----------------------------------------- */ - /* TinyMCE */ - /* ----------------------------------------- */ - - .editor { - padding: 0 8px; - } } #actor-flags { - .window-content { - overflow-y: hidden; - } - form { - height: 100%; - } - .form-body { - height: calc(100% - 40px); - padding-right: 8px; - margin-bottom: 4px; - overflow-y: auto; - scrollbar-width: thin; - } + .window-content { + overflow-y: hidden; + } + form { + height: 100%; + } + .form-body { + height: calc(100% - 40px); + padding-right: 8px; + margin-bottom: 4px; + overflow-y: auto; + scrollbar-width: thin; + } } diff --git a/less/original/apps.less b/less/original/apps.less index 67ca5cac..7b0c5612 100644 --- a/less/original/apps.less +++ b/less/original/apps.less @@ -5,137 +5,139 @@ @detailsHeight: 40px; /* ----------------------------------------- */ -/* All DnD5e Apps */ +/* All SW5e Apps */ /* ----------------------------------------- */ .sw5e { - .window-content { - font-size: 13px; - } - - /* ----------------------------------------- */ - /* Element Styles */ - /* ----------------------------------------- */ - - // Item Sheet form fields - input[type="text"], - input[type="number"], - select { - height: calc(100% - 2px); - border: 1px solid @colorTan; - background: rgba(0, 0, 0, 0.05); - color: @colorDark; - } - - // Hovered Fields - input[type="text"], - input[type="number"] { - &:hover, - &:focus { - border: 1px solid #111; - box-shadow: 0 0 8px red; + .window-content { + font-size: 13px; } - } - // Disabled Fields - input:disabled, - select:disabled, - textarea:disabled { - color: @colorOlive; - border: 1px solid transparent !important; - outline: none !important; - &:hover, - &:focus { - box-shadow: none !important; - border: 1px solid transparent !important; - outline: none !important; + /* ----------------------------------------- */ + /* Element Styles */ + /* ----------------------------------------- */ + + // Item Sheet form fields + input[type="text"], + input[type="number"], + select { + height: calc(100% - 2px); + border: 1px solid @colorTan; + background: rgba(0, 0, 0, 0.05); + color: @colorDark; } - } - // Buttons - button { - background: rgba(0, 0, 0, 0.10); - border: @borderGroove; - } - - /* Form Groups */ - .form-group { - label { - flex: 2; - color: @colorOlive; - font-weight: bold; + // Hovered Fields + input[type="text"], + input[type="number"] { + &:hover, + &:focus { + border: 1px solid #111; + box-shadow: 0 0 8px red; + } } - .form-fields { - .flexrow(); - > * { - margin: 0 3px 0 0; - &:last-child { margin-right: 0; } - } - } - } - // Stacked Groups - .form-group.stacked { - > label { - flex: 0 0 100%; - margin: 0; + // Disabled Fields + input:disabled, + select:disabled, + textarea:disabled { + color: @colorOlive; + border: 1px solid transparent !important; + outline: none !important; + &:hover, + &:focus { + box-shadow: none !important; + border: 1px solid transparent !important; + outline: none !important; + } } - label.checkbox, - label.radio { - flex: auto; - text-align: left; + + // Buttons + button { + background: rgba(0, 0, 0, 0.1); + border: @borderGroove; } - } - // Form Headers - .form-header { - margin: 0 0 0.25em 0; - padding: 2px 0; - border-top: @borderGroove; - border-bottom: @borderGroove; - .russoOne(); - } + /* Form Groups */ + .form-group { + label { + flex: 2; + color: @colorOlive; + font-weight: bold; + } + .form-fields { + .flexrow(); + > * { + margin: 0 3px 0 0; + &:last-child { + margin-right: 0; + } + } + } + } - /* Tags */ - .tag { - display: inline-block; - margin: 0 2px 0 0; - padding: 0 3px; - font-size: 10px; - line-height: 16px; - border: 1px solid #999; - border-radius: 3px; - background: rgba(0, 0, 0, 0.05); - } + // Stacked Groups + .form-group.stacked { + > label { + flex: 0 0 100%; + margin: 0; + } + label.checkbox, + label.radio { + flex: auto; + text-align: left; + } + } + + // Form Headers + .form-header { + margin: 0 0 0.25em 0; + padding: 2px 0; + border-top: @borderGroove; + border-bottom: @borderGroove; + .russoOne(); + } + + /* Tags */ + .tag { + display: inline-block; + margin: 0 2px 0 0; + padding: 0 3px; + font-size: 10px; + line-height: 16px; + border: 1px solid #999; + border-radius: 3px; + background: rgba(0, 0, 0, 0.05); + } } - /* ----------------------------------------- */ /* Hit Dice Config Sheet Specifically */ /* ----------------------------------------- */ .sw5e.hd-config { - .form-group { - button.increment, button.decrement { - flex: 0 0 1rem; - line-height: 1rem; - } + .form-group { + button.increment, + button.decrement { + flex: 0 0 1rem; + line-height: 1rem; + } - button.decrement { - margin-right: 0; - } + button.decrement { + margin-right: 0; + } - span.sep { - margin: 0; - } + span.sep { + margin: 0; + } - input { - flex: 0 0 2rem; - text-align: center; - margin-left: 2px; - margin-right: 2px; + input { + flex: 0 0 2rem; + text-align: center; + margin-left: 2px; + margin-right: 2px; + } } - } } /* ----------------------------------------- */ @@ -143,356 +145,459 @@ /* ----------------------------------------- */ .sw5e.sheet { - .window-content { - overflow-y: hidden; - padding: 5px; - background: @sheetBackground; - font-size: 13px; - color: @colorDark; - - form { - height: 100%; - overflow: hidden; - } - - .tab { - height: 100%; - overflow-y: auto; - align-content: flex-start; - } - } - - /* ----------------------------------------- */ - /* Element Styles */ - /* ----------------------------------------- */ - - // Input Fields - input[type="text"], - input[type="number"] { - background: none; - border: 1px solid transparent; - &:hover, - &:focus { - border: 1px solid #111; - } - } - - // Select Fields - select { - flex: 1; - font-size: 12px; - height: 22px; - background: transparent; - } - - // Rollable Titles - .editable .rollable:hover { - cursor: pointer; - } - .editable h4.rollable:hover, - .editable .rollable:hover > h4 { - color: #000; - text-shadow: 0 0 10px red; - } - - // Separators - span.sep { - flex: none; - margin: 0 1px; - display: inline; - position: relative; - color: @colorTan; - font-weight: normal; - } - - /* ----------------------------------------- */ - /* TinyMCE */ - /* ----------------------------------------- */ - - .editor { - height: 100%; - .tox-toolbar-overlord, - .tox-toolbar__primary { - background: none; - } - } - - /* ----------------------------------------- */ - /* Sheet Header */ - /* ----------------------------------------- */ - - .sheet-header { - flex: 0 0 @headerHeight; - border-bottom: @borderGroove; - - .header-details { - .russoOne(); - } - - /* Character Name */ - h1 { - flex: 1; - border-bottom: none; - height: 60px; - margin: 0; - padding: 5px; - - input { - display: block; - height: 50px; - font-size: 32px; - margin: 0; - } - } - - /* Profile Image */ - img.profile { - flex: 0 0 @headerHeight; - max-width: @headerHeight; - height: @headerHeight; - object-fit: contain; - border: none; - border-right: @borderGroove; - } - - /* Header Summary Details */ - .summary { - flex: 0 0 100%; - height: @detailsHeight; - margin: 0; - padding: 0; - list-style: none; - border-top: @borderGroove; - border-bottom: none; - - li { - height: calc(100% - 6px); - float: left; - margin: 2px 0; - padding: 0; - border-right: @borderGroove; - line-height: 34px; - color: @colorOlive; - - &:last-child { - border-right: none; - } - } - } - } - - /* ----------------------------------------- */ - /* Sheet Navigation */ - /* ----------------------------------------- */ - - .sheet-navigation { - flex: 0 0 @navHeight; - margin-bottom: 5px; - .russoOne(14px); - - .item { - height: 30px; - line-height: 32px; - margin: 0 24px; - border-bottom: 3px solid @colorBeige; - - &.active { - border-bottom: 3px solid @colorCrimson; - } - } - } - - /* ----------------------------------------- */ - /* Sheet Body */ - /* ----------------------------------------- */ - - .sheet-body { - flex: 1; - overflow: hidden; - } - - /* ----------------------------------------- */ - /* List Filters */ - /* ----------------------------------------- */ - - .filter-list { - align-items: center; - list-style: none; - margin: 0; - padding: 0; - line-height: 16px; - max-width: 70%; - - .filter-icon { - flex: none; - font-size: 14px; - color: @colorTan; - } - - .filter-item { - text-align: center; - font-size: 12px; - margin: 0 6px 0 0; - border-bottom: 3px solid @colorBeige; - white-space: nowrap; - - &:last-child { - margin: 0; - } - - &:hover { - text-shadow: 0 0 4px red; - border-bottom: 3px solid @colorTan; - } - - &.active { - border-bottom: 3px solid @colorCrimson; - } - } - } - - /* ----------------------------------------- */ - /* Trait Lists */ - /* ----------------------------------------- */ - - .traits { - margin: 5px 0 0; - - .trait-selector { - flex: 0 0 16px; - padding: 2px 0; - color: #999; - font-size: 10px; - } - - .traits-list { - flex: 0 0 100%; - line-height: 20px; - list-style: none; - margin: 0; - padding: 0; - } - } - - /* ----------------------------------------- */ - /* Items Lists */ - /* ----------------------------------------- */ - - .items-list { - list-style: none; - margin: 0; - padding: 0; - overflow-y: auto; - scrollbar-width: thin; - color: @colorTan; - - // Child lists - .item-list { - list-style: none; - margin: 0; - padding: 0; - } - - // Item Name - .item-name { - flex: 2; - margin: 0; - overflow: hidden; - font-size: 13px; - text-align: left; - align-items: center; - h3, h4 { - margin: 0; - white-space: nowrap; - overflow-x: hidden; - } - } - - // Control Buttons - .item-controls { - flex: 0 0 60px; - justify-content: space-between; - a { - font-size: 12px; - text-align: center; - } - } - // Individual Item - .item { - align-items: center; - padding: 0 2px; // to align with the header border - border-bottom: 1px solid @colorFaint; - &:last-child { border-bottom: none; } - - .item-name { + .window-content { + overflow-y: hidden; + padding: 5px; + background: @sheetBackground; + font-size: 13px; color: @colorDark; - .item-image { - flex: 0 0 30px; - height: 30px; - background-size: 30px; - border: none; - margin-right: 5px; + + form { + height: 100%; + overflow: hidden; + } + + .tab { + height: 100%; + overflow-y: auto; + align-content: flex-start; } - } } - // Section Header - .items-header { - height: 28px; - margin: 2px 0; - padding: 0; - align-items: center; - background: rgba(0, 0, 0, 0.05); - border: @borderGroove; - font-weight: bold; - > * { + /* ----------------------------------------- */ + /* Element Styles */ + /* ----------------------------------------- */ + + // Input Fields + input[type="text"], + input[type="number"] { + background: none; + border: 1px solid transparent; + &:hover, + &:focus { + border: 1px solid #111; + } + } + + // Select Fields + select { + flex: 1; font-size: 12px; - text-align: center; - } - h3 { - padding-left: 5px; - //.modesto(); - text-align: left; - font-size: 16px; - } + height: 22px; + background: transparent; } - } - /* ----------------------------------------- */ - /* Active Effects */ - /* ----------------------------------------- */ + // Rollable Titles + .editable .rollable:hover { + cursor: pointer; + } + .editable h4.rollable:hover, + .editable .rollable:hover > h4 { + color: #000; + text-shadow: 0 0 10px red; + } - .effects .item { - .effect-source, - .effect-duration, - .effect-controls { - text-align: center; - border-left: 1px solid @colorFaint; - border-right: 1px solid @colorFaint; - font-size: 12px; + // Separators + span.sep { + flex: none; + margin: 0 1px; + display: inline; + position: relative; + color: @colorTan; + font-weight: normal; } - .effect-controls { - border: none; + + /* ----------------------------------------- */ + /* TinyMCE */ + /* ----------------------------------------- */ + + .editor { + height: 100%; + .tox-toolbar-overlord, + .tox-toolbar__primary { + background: none; + } + } + + /* ----------------------------------------- */ + /* Notifications */ + /* ----------------------------------------- */ + + .warnings, + .info { + flex: 0 0 100%; + margin: 0; + padding: 0; + list-style: none; + + .notification { + font-family: "Signika", sans-serif; + font-weight: normal; + font-size: 13px; + box-shadow: none; + padding: 2px 8px; + margin-bottom: 2px; + } + } + + /* ----------------------------------------- */ + /* Sheet Header */ + /* ----------------------------------------- */ + + .sheet-header { + flex: 0 0 @headerHeight; + border-bottom: @borderGroove; + + .header-details { + .russoOne(); + + .summary select { + width: 100%; + height: 100%; + border: 0; + + .modesto(); + text-transform: capitalize; + font-weight: 100; + } + } + + /* Character Name */ + h1 { + flex: 1; + border-bottom: none; + height: 60px; + margin: 0; + padding: 5px; + + input { + display: block; + height: 50px; + font-size: 32px; + margin: 0; + } + } + + /* Profile Image */ + img.profile { + flex: 0 0 @headerHeight; + max-width: @headerHeight; + height: @headerHeight; + object-fit: contain; + border: none; + border-right: @borderGroove; + } + + /* Header Summary Details */ + .summary { + flex: 0 0 100%; + height: @detailsHeight; + margin: 0; + padding: 0; + list-style: none; + border-top: @borderGroove; + border-bottom: none; + + li { + height: calc(100% - 6px); + float: left; + margin: 2px 0; + padding: 0; + border-right: @borderGroove; + line-height: 34px; + color: @colorOlive; + + &:last-child { + border-right: none; + } + } + } + } + + /* ----------------------------------------- */ + /* Sheet Navigation */ + /* ----------------------------------------- */ + + .sheet-navigation { + flex: 0 0 @navHeight; + margin-bottom: 5px; + .russoOne(14px); + + .item { + height: 30px; + line-height: 32px; + margin: 0 24px; + border-bottom: 3px solid @colorBeige; + + &.active { + border-bottom: 3px solid @colorCrimson; + } + } + } + + /* ----------------------------------------- */ + /* Sheet Body */ + /* ----------------------------------------- */ + + .sheet-body { + flex: 1; + overflow: hidden; + } + + /* ----------------------------------------- */ + /* List Filters */ + /* ----------------------------------------- */ + + .filter-list { + align-items: center; + list-style: none; + margin: 0; + padding: 0; + line-height: 16px; + max-width: 70%; + + .filter-icon { + flex: none; + font-size: 14px; + color: @colorTan; + } + + .filter-item { + text-align: center; + font-size: 12px; + margin: 0 6px 0 0; + border-bottom: 3px solid @colorBeige; + white-space: nowrap; + + &:last-child { + margin: 0; + } + + &:hover { + text-shadow: 0 0 4px red; + border-bottom: 3px solid @colorTan; + } + + &.active { + border-bottom: 3px solid @colorCrimson; + } + } + } + + /* ----------------------------------------- */ + /* Trait Lists */ + /* ----------------------------------------- */ + + .traits { + margin: 5px 0 0; + + .trait-selector, + .proficiency-selector { + flex: 0 0 16px; + padding: 2px 0; + color: #999; + font-size: 10px; + } + + .traits-list { + flex: 0 0 100%; + line-height: 20px; + list-style: none; + margin: 0; + padding: 0; + } + } + + /* ----------------------------------------- */ + /* Items Lists */ + /* ----------------------------------------- */ + + .items-list { + list-style: none; + margin: 0; + padding: 0; + overflow-y: auto; + scrollbar-width: thin; + color: @colorTan; + + // Child lists + .item-list { + list-style: none; + margin: 0; + padding: 0; + } + + // Item Name + .item-name { + flex: 2; + margin: 0; + overflow: hidden; + font-size: 13px; + text-align: left; + align-items: center; + h3, + h4 { + margin: 0; + white-space: nowrap; + overflow-x: hidden; + } + } + + // Control Buttons + .item-controls { + flex: 0 0 60px; + justify-content: space-between; + a { + font-size: 12px; + text-align: center; + } + } + // Individual Item + .item { + align-items: center; + padding: 0 2px; // to align with the header border + border-bottom: 1px solid @colorFaint; + &:last-child { + border-bottom: none; + } + + .item-name { + color: @colorDark; + .item-image { + flex: 0 0 30px; + height: 30px; + background-size: 30px; + border: none; + margin-right: 5px; + } + } + } + + // Section Header + .items-header { + height: 28px; + margin: 2px 0; + padding: 0; + align-items: center; + background: rgba(0, 0, 0, 0.05); + border: @borderGroove; + font-weight: bold; + > * { + font-size: 12px; + text-align: center; + } + h3 { + padding-left: 5px; + //.modesto(); + text-align: left; + font-size: 16px; + } + } + } + + /* ----------------------------------------- */ + /* Active Effects */ + /* ----------------------------------------- */ + + .effects .item { + .effect-source, + .effect-duration, + .effect-controls { + text-align: center; + border-left: 1px solid @colorFaint; + border-right: 1px solid @colorFaint; + font-size: 12px; + } + .effect-controls { + border: none; + } } - } } - /* ----------------------------------------- */ /* Trait Selector /* ----------------------------------------- */ .trait-selector { - .trait-list { - list-style: none; - margin: 0; - padding: 0; - } + .trait-list { + list-style: none; + margin: 0; + padding: 0; - input[type="text"] { - height: 24px; - margin: 2px; - } + li ol.trait-list { + margin-left: 1.5em; + } + } + + input[type="text"] { + height: 24px; + margin: 2px; + } +} + +/* ----------------------------------------- */ +/* Property Attribution */ +/* ----------------------------------------- */ + +.property-attribution { + display: none; + position: absolute; + padding: 3px; + border: 1px solid #000; + border-radius: 3px; + background-color: rgba(0, 0, 0, 0.8); + backdrop-filter: blur(4px); + color: @colorFaint; + text-align: left; + z-index: 1; + + table { + margin: 0; + border: 0; + tr { + background-color: inherit; + } + td { + padding: 3px; + } + tr.total > td { + font-weight: 600; + padding-top: 5px; + border-top: 1px solid @colorTan; + } + td.attribution-value { + width: 20%; + padding-right: 5px; + text-align: right; + font-weight: 600; + } + + // Arithmetic Operators + td::before { + opacity: 0.6; + } + td.mode-1::before { + // Multiply + content: "×"; + } + td.mode-2::before { + // Add + content: "+"; + } + td.mode-2.negative::before { + // Subtract + content: "−"; + margin-right: -1px; + } + td.mode-3::before { + // Downgrade + content: "↓"; + } + td.mode-4::before { + // Upgrade + content: "↑"; + } + } } /* ----------------------------------------- */ @@ -500,30 +605,41 @@ /* ----------------------------------------- */ .actor-type { - .trait-list { - display: flex; - flex-wrap: wrap; - li { - flex-basis: 50%; - flex-grow: 1; + .trait-list { + display: flex; + flex-wrap: wrap; + li { + flex-basis: 50%; + flex-grow: 1; + } + li.form-group { + flex-basis: 100%; + } } - li.form-group { - flex-basis: 100%; + label.radio { + display: flex; + flex: auto; + font-size: 12px; + line-height: 20px; + font-weight: normal; + > input[type="radio"] { + margin: 0 5px 0 0; + } } - } - label.radio { - display: flex; - flex: auto; - font-size: 12px; - line-height: 20px; - font-weight: normal; - > input[type="radio"] { - margin: 0 5px 0 0; + li.custom-type input[type="radio"] { + display: none; + } +} + +/* ----------------------------------------- */ +/* Armor Config Sheet Specifically */ +/* ----------------------------------------- */ + +.sw5e.actor-armor-config { + .ac-field input { + font-size: 3em; + text-align: center; } - } - li.custom-type input[type="radio"] { - display: none; - } } /* ----------------------------------------- */ @@ -531,56 +647,63 @@ /* ----------------------------------------- */ .sw5e.select-items-prompt { - .dialog-content { - margin-bottom: 1em; - } + .dialog-content { + margin-bottom: 1em; + } - .items-list { - margin-top: 0.5em; - } + .items-list { + margin-top: 0.5em; + } - .item-name > label, .item-image, input { - cursor: pointer; - } + .item-name > label, + .item-image, + input { + cursor: pointer; + } - .item-name > label { - align-items: center; - } -} + .item-name > label { + align-items: center; + } -/* ----------------------------------------- */ -/* HUD + .window-content { + max-height: 90vh; + overflow-y: auto; + } + + /* ----------------------------------------- */ + /* HUD /* ----------------------------------------- */ -.placeable-hud .control-icon { - box-sizing: content-box; - width: 40px; - flex: 0 0 40px; - margin: 8px 0; - font-size: 28px; - line-height: 40px; - text-align: center; - color: #FBF4F4; - background: rgba(0, 0, 0, 0.6); - box-shadow: 0 0 15px #000; - border: 1px solid #333; - border-radius: 8px; - pointer-events: all; + .placeable-hud .control-icon { + box-sizing: content-box; + width: 40px; + flex: 0 0 40px; + margin: 8px 0; + font-size: 28px; + line-height: 40px; + text-align: center; + color: #fbf4f4; + background: rgba(0, 0, 0, 0.6); + box-shadow: 0 0 15px #000; + border: 1px solid #333; + border-radius: 8px; + pointer-events: all; + } + #token-hud .status-effects { + visibility: hidden; + position: absolute; + left: 50px; + top: 0; + display: grid; + padding: 3px; + box-sizing: content-box; + width: 100px; + color: #fbf4f4; + grid-template-columns: 25px 25px 25px 25px; + background: rgba(0, 0, 0, 0.6); + box-shadow: 0 0 15px #000; + border: 1px solid #333; + border-radius: 4px; + pointer-events: all; + } } -#token-hud .status-effects { - visibility: hidden; - position: absolute; - left: 50px; - top: 0; - display: grid; - padding: 3px; - box-sizing: content-box; - width: 100px; - color: #FBF4F4; - grid-template-columns: 25px 25px 25px 25px; - background: rgba(0, 0, 0, 0.6); - box-shadow: 0 0 15px #000; - border: 1px solid #333; - border-radius: 4px; - pointer-events: all; -} \ No newline at end of file diff --git a/less/original/npc.less b/less/original/npc.less index 21cb7be1..6049e32d 100644 --- a/less/original/npc.less +++ b/less/original/npc.less @@ -4,54 +4,58 @@ /* Basic Structure */ /* ----------------------------------------- */ .sw5e.sheet.actor.npc { - min-width: 872px; - min-height: 680px; + min-width: 872px; + min-height: 680px; - .header-exp { - flex: 0 0 80px; - justify-content: center; - .cr { - flex: 0 0 32px; - line-height: 28px; - margin-bottom: -5px; - font-size: 24px; - input { - width: 32px; - padding: 0; - text-align: center; - } + .header-exp { + flex: 0 0 80px; + justify-content: center; + .cr { + flex: 0 0 32px; + line-height: 28px; + margin-bottom: -5px; + font-size: 24px; + input { + width: 32px; + padding: 0; + text-align: center; + } + } + .experience, + .proficiency { + flex: 0 0 18px; + color: @colorTan; + font-size: 16px; + } + .proficiency { + margin-top: -0.3em; + } } - .experience { - flex: 0 0 18px; - color: @colorTan; - font-size: 16px; + + .summary { + font-size: 18px; + + li.creature-type { + display: flex; + justify-content: space-between; + width: 1em; + padding: 0 3px; + + span { + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; + } + + .config-button { + display: none; + font-size: 12px; + font-weight: normal; + line-height: 2em; + } + &:hover .config-button { + display: block; + } + } } - } - - .summary { - font-size: 18px; - - li.creature-type { - display: flex; - justify-content: space-between; - width: 1em; - padding: 0 3px; - - span { - overflow: hidden; - text-overflow: ellipsis; - white-space: nowrap; - } - - .config-button { - display: none; - font-size: 12px; - font-weight: normal; - line-height: 2em; - } - &:hover .config-button { - display: block; - } - } - } -} \ No newline at end of file +} diff --git a/less/original/vehicle.less b/less/original/vehicle.less index a9cf6062..4545846f 100644 --- a/less/original/vehicle.less +++ b/less/original/vehicle.less @@ -1,32 +1,35 @@ .sw5e.sheet.actor.vehicle { - .features { - .item-controls { - flex: 0 0 68px; - .item-toggle { - color: #b5b3a4; - &.active { - color: #4b4a44; + min-width: 720px; + min-height: 680px; + + .features { + .item-controls { + flex: 0 0 68px; + .item-toggle { + color: #b5b3a4; + &.active { + color: #4b4a44; + } + } } - } } - } - .counters { - .counter.creature-cap { - .counter-value { - flex: 1; - } + .counters { + .counter.creature-cap { + .counter-value { + flex: 1; + } - input { - max-width: none; - text-align: right; - } - } + input { + max-width: none; + text-align: right; + } + } - .counter.cargo-cap { - input { - max-width: 40px; - text-align: right; - } + .counter.cargo-cap { + input { + max-width: 40px; + text-align: right; + } + } } - } } diff --git a/less/update/components/actor-global.less b/less/update/components/actor-global.less index f32ecc4e..41bbaeb6 100644 --- a/less/update/components/actor-global.less +++ b/less/update/components/actor-global.less @@ -1,1126 +1,1170 @@ .panel { - padding: 8px; - border-radius: 4px; - .dropShadow1(); + padding: 8px; + border-radius: 4px; + .dropShadow1(); } .sw5e.sheet.actor.character { - min-width: 880px; - min-height: 720px; + min-width: 880px; + min-height: 720px; } .sw5e.sheet .window-content { - .openSans(12px); + .openSans(12px); - input, - select { - height: 24px; - line-height: 20px; - padding: 1px 4px; - &:hover { - box-shadow: none; + input, + select { + height: 24px; + line-height: 20px; + padding: 1px 4px; + &:hover { + box-shadow: none; + } + &:focus { + box-shadow: none; + } } - &:focus { - box-shadow: none; - } - } - button { - cursor: pointer; - &:hover, - &:focus { - box-shadow: none; + button { + cursor: pointer; + &:hover, + &:focus { + box-shadow: none; + } } - } } .sw5e.sheet.actor { - input, - select, - textarea { - border-color: transparent; - background: none; - } - .swalt-sheet { - display: grid; - grid-template-rows: 182px 36px auto; - - section > h1 { - .russoOne(17px); - text-align: left; - margin-bottom: 4px; - } - - header { - display: grid; - grid-template-rows: 1fr 26px auto; - grid-template-columns: 128px 1fr; - column-gap: 8px; - grid-row-gap: 8px; - - img { - grid-column-start: 1; - grid-row-start: 1; - grid-row-end: 4; - box-sizing: border-box; - border: none; - border-radius: 0; - max-width: 100%; - max-height: 100%; - } - - h1.character-name { - grid-row: 1; - grid-column: 2; - margin: 0; - border: none; - align-self: center; - height: auto; - - .russoOne(32px); - text-transform: uppercase; - height: auto; - - input[type="text"] { - .russoOne(32px); - text-transform: uppercase; - height: auto; - border: none; - background: none; - &:focus { - text-transform: none; - } - } - } - - .level-experience { - grid-row: 1; - grid-column: 3; - - .charlevel { - .russoOne(17px); - text-align: right; - input { - display: inline-block; - width: 42px; - height: auto; - } - } - - .experience { - .russoOne(17px); - text-align: right; - line-height: 26px; - input { - display: inline-block; - width: 120px; - text-align: right; - } - } - - .xpbar { - height: 8px; - - .bar { - display: block; - height: 100%; - } - } - } - - .summary { - grid-column-start: 2; - grid-row-start: 2; - grid-column-end: 4; - display: grid; - grid-template-rows: 1fr; - grid-template-columns: repeat(4, 1fr); - - input, - .proficiency { - display: inline; - height: auto; - .russoOne(17px); - line-height: 24px; - width: 100%; - } - - .proficiency { - line-height: 26px; - } - } - - .attributes { - grid-column-start: 2; - grid-row-start: 3; - grid-column-end: 4; - display: grid; - grid-template-columns: repeat(5, 1fr); - column-gap: 12px; - - h1 { - text-align: center; - } - - .attribute-value, - .attribute-value input { - .russoOne(22px); - text-align: center; - line-height: 1; - } - - .attribute-value { - &.multiple { - display: grid; - grid-template-columns: auto 14px auto; - - input { - width: 100%; - } - } - - input { - display: inline-block; - } - - .value-number { - display: inline-block; - text-align: right; - - padding: 0 3px; - - &:last-child { - text-align: left; - } - } - - span.value-number { - padding: 1px 4px; - } - - .initiative { - padding: 1px 4px; - display: block; - } - } - - footer { - button { - background: none; - padding: 1px 3px; - font-size: inherit; - line-height: inherit; - display: inline-block; - width: auto; - - &:hover { - font-weight: 400; - } - } - - &.hit-points, - &.hit-dice, - &.initiative { - display: grid; - grid-template-columns: 1fr 1fr; - column-gap: 8px; - margin-top: 0; - input, - button { - //border: 1px solid @colorPaleGray; - width: 100%; - text-align: center; - } - - button { - font-weight: 400; - margin-top: 2px; - } - - span { - display: block; - padding: 3px 4px; - } - } - - &.speed { - margin-top: 0; - input { - text-align: center; - } - } - } - } - } - - nav.sheet-navigation { - display: grid; - grid-template-columns: repeat(7, 1fr); - column-gap: 8px; - margin: 4px 0; - - .item { + input, + select, + textarea { + border-color: transparent; background: none; - border: none; - border-bottom: 3px solid transparent; - border-radius: 0; - margin: 0; - padding: 3px 0 0; - line-height: 1; - .russoOne(16px); - } - } - .editor { - position: static; - min-height: 32px; - padding: 0; - .editor-edit { - display: block; - font-size: 12px; - background: none; - border: none; - padding: 0; - box-shadow: none; - top: 0; - right: 0; - &:hover { - text-shadow: none; - } - } - .tox.tox-tinymce { - height: 250px !important; - } - } - .tab { - display: none; - - &.active { - display: block; - } - - .filter-list { - list-style: none; - margin: 0; - padding: 0 0 8px; - display: flex; - flex-direction: row; - justify-content: flex-end; - max-width: 100%; - - .filter-title { - display: none; - font-weight: bold; - width: 50px; - } - - .filter-item { - width: 100px; - text-align: center; - - & + .filter-item { - margin-left: 12px; - } - - &:hover { - text-shadow: none; - } - } - } - - .group-list-header { - display: grid; - padding-right: 6px; - } - - .group-list-title { - h3 { - .russoOne(17px); - margin: 4px 0 0; - padding: 0 4px; - display: inline; - border: none; - } - - .item-create { - font-size: 12px; - i { - font-size: 10px; - } - &:hover { - text-shadow: none; - } - } - } - - .group-list-header, - .group-list { - .item-detail { - text-align: left; - padding: 4px; - } - } - - .group-list { - height: 100%; - overflow-y: scroll; - & > li:first-child { - padding-top: 8px; - } - } - - .group-list, - .group-list ol { - list-style: none; - margin: 0 0 8px; - padding: 0; - - .item-uses { - input { - display: inline-block; - width: 32px; - margin-right: 0; - text-align: right; - } - span { - padding-left: 8px; - } - .slot-max-override { - margin-left: 5px; - &:hover { - text-shadow: none; - } - } - } - li.item { - display: grid; - - h4 { - .openSans(13px, 700); - letter-spacing: 0; - } - .item-name, - .item-detail { - padding: 4px; - line-height: 30px; - } - - .item-name { - display: flex; - - .item-image { - width: 30px; - height: 30px; - position: relative; - background-size: contain; - &::before { - font-family: "Font Awesome 5 Free"; - font-weight: 900; - content: "\f6cf"; - opacity: 0; - position: absolute; - top: 0; - left: 2px; - font-size: 26px; - } - } - - h4 { - line-height: 30px; - display: inline-block; - height: 30px; - padding-left: 8px; - margin: 0; - } - - &.rollable:hover { - text-shadow: none; - - .item-image { - background-image: none !important; - - &::before { - opacity: 1; - } - - &:hover { - background-image: none !important; - - &::before { - opacity: 1; - } - } - } - } - } - - .item-summary { - grid-column-start: 1; - grid-column-end: -1; - padding: 4px 4px 4px 38px; - } - - .item-controls { - display: flex; - flex-direction: row; - justify-content: space-evenly; - } - - .item-control { - &:hover { - text-shadow: none; - } - } - } - } - - .group-grid-inventory { - grid-template-columns: auto 60px 100px 100px 100px; - - &.group-list-title { - .item-controls { - grid-column-start: 5; - } - } - } - .group-grid-features { - grid-template-columns: auto 100px 100px 100px; - &.group-list-title { - display: grid; - } - .item-controls { - grid-column-start: 4; - } - } - .group-grid-powers { - grid-template-columns: auto repeat(5, 100px); - &.group-list-title { - display: grid; - align-items: end; - .item-detail { - padding: 0 4px; - } - } - } - .group-grid-fav-items { - grid-template-columns: auto 60px 30px 30px 50px; - &.group-list-title { - display: grid; - align-items: end; - .item-detail { - padding: 0 4px; - } - } - } } - .tab > .panel { - height: 100%; - overflow: hidden; - display: grid; - } + .attributable { + position: relative; - .tab.attributes { - &.active { - display: grid; - } - - grid-template-columns: 350px auto; - grid-template-rows: auto; - column-gap: 16px; - - .abilities { - display: grid; - grid-template-columns: 128px auto; - grid-template-rows: auto; - column-gap: 12px; - - ol { - list-style: none; - margin: 0; - padding: 0; - } - - .scores { - li { - border-radius: 0; - padding: 4px; - & + li { - border-top: 0 !important; - } - &:first-child { - border-radius: 4px 4px 0 0; - } - - &:last-child { - border-bottom-width: 1px; - border-radius: 0 0 4px 4px; - } - - h2 { - .russoOne(14px); - border: none; - text-align: center; - margin: 0; - - &:hover { - text-shadow: none; - } - } - - .ability-score { - .russoOne(22px); - text-align: center; - width: 48px; - margin: 0 auto; - height: 24px; - display: block; - } - - .ability-modifiers { - margin: 0 -4px -4px; - display: grid; - grid-template-columns: 28px auto 28px; - - .ability-mod, - .ability-save { - padding: 2px 4px; - display: block; - font-weight: bold; - font-size: 13px; - text-align: center; - border-style: solid; - } - - .ability-mod { - border-width: 1px 1px 0 0; - border-radius: 0 4px 0 0; - } - - .ability-save { - border-width: 1px 0 0 1px; - border-radius: 4px 0 0 0; - } - - .proficiency-toggle { - border: none; - background: none; - line-height: 1; - } - } - } - } - - .skills { - li { - display: grid; - grid-template-columns: 28px auto 18px 28px; - align-items: center; - - .proficiency-toggle { - border: none; - background: none; - height: 23px; - line-height: 23px; - padding: 0 4px; - } - - .skill-name { - &:hover { - text-shadow: none; - } - } - - .skill-ability { - text-transform: capitalize; - } - - .skill-mod { - text-align: right; - padding-right: 4px; - } - } - } - } - - .traits-resources { - grid-template-rows: 32px auto; - nav { - margin-bottom: 4px; - - button { - display: inline-block; - width: auto; - background: none; - border: none; - border-bottom: 3px solid transparent; - border-radius: 0; - margin: 0; - padding: 0 4px; - line-height: 1.6; - .russoOne(14px); - - & + button { - margin-left: 8px; - } - } - } - - section.traits { - display: grid; - grid-template-columns: 1fr 1fr; - grid-gap: 16px; - grid-row-gap: 8px; - - input, - select { + &:hover .tooltip { display: block; - width: 100%; - text-align: left; - } - - label { - font-size: 13px; - } - - .trait-selector { - background: none; - border: none; - display: inline; - width: auto; - &:hover { - text-shadow: none; - } - i.fas { - float: none; - &:hover { - text-shadow: none; - } - } - } - - .powercasting { - text-transform: capitalize; - } - - .languages { - grid-column-end: span 1; - label { - &:hover { - cursor: pointer; - } - } - } - - .traits-list { - li { - display: inline; - - &::after { - content: ","; - } - - &:last-child::after { - content: ""; - } - } - } - - ul.passives { - grid-column-end: span 2; - list-style: none; - padding: 0; - margin: 0; - display: grid; - grid-template-columns: 1fr 1fr; - grid-gap: 4px; - grid-row-gap: 4px; - - strong { - font-size: 13px; - } - } } - - section.resources { - .resource-items { - display: grid; - grid-template-columns: repeat(3, 1fr); - column-gap: 12px; - - .resource { - h1 { - border: none; - margin: 0; - - input { - font-family: "Russo One"; - font-size: 16px; - font-weight: 400; - text-align: center; - margin-bottom: 4px; - border-radius: 0; - } - } - - .attribute-value, - .attribute-value input { - .russoOne(22px); - text-align: center; - line-height: 1; - } - - .attribute-value { - display: grid; - grid-template-columns: auto 14px auto; - - input { - display: block; - width: 100%; - } - - .value-number { - display: block; - width: 100%; - text-align: right; - padding: 0 3px; - &:last-child { - text-align: left; - } - } - - span.value-number { - padding: 1px 4px; - } - } - - .attribute-footer { - margin: 0; - display: grid; - grid-template-columns: 1fr 1fr; - - label { - text-align: center; - } - } - } - } - - .counters { - border: none; - margin: 16px 0; - display: grid; - grid-template-columns: repeat(3, 1fr); - - .counter { - height: auto; - border: none; - text-align: center; - - h4 { - font-size: 13px; - margin: 0; - //display: inline; - &.rollable { - &:hover { - text-shadow: none; - } - } - } - - .counter-value { - display: inline; - text-align: left; - } - - input[type="text"] { - display: inline-block; - width: 10px; - } - - input[type="checkbox"] { - display: inline-block; - } - - .death-success, - .death-fail { - display: inline-block; - } - - .death-success { - margin-right: 8px; - } - } - } - } - } } - - .tab.inventory { - & > .panel { - grid-template-rows: 32px 32px 24px auto; - } - - .currency-encumbrance { - display: grid; - grid-template-columns: 200px auto; - margin-bottom: 8px; - align-items: center; - } - - .currency { - .russoOne(14px); - - input { - display: inline-block; - width: 128px; - .openSans(13px); - } - } - - .encumbrance-wrapper { - display: grid; - grid-template-columns: 400px 100px; - width: 500px; - justify-self: end; - - .encumbrance-label { - font-size: 12px; - line-height: 14px; - width: 100%; - text-shadow: none; - padding: 0; - margin: 0; - height: auto; - text-align: center; - margin-left: -2px; - border-radius: 0 4px 4px 0; - } - - .encumbrance { - position: relative; - border-radius: 4px; - height: 16px; - margin: 0; - width: 100%; - - .encumbrance-bar { - position: absolute; - top: 0; - left: 0; - height: 100%; - border-radius: 4px; - border: none; - } - } - } - } - .tab.features { - & > .panel { - grid-template-rows: 24px auto; - } - } - .tab.force-powerbook, - .tab.tech-powerbook { - .resource-items { - display: grid; - grid-template-columns: repeat(5, 1fr); - column-gap: 24px; - - .resource { - h1 { - border: none; - margin: 0; - font-family: "Russo One"; - font-size: 14px; - font-weight: 400; - text-align: center; - margin-bottom: 4px; - border-radius: 0; - } - - .attribute-value, - .attribute-value input { - .russoOne(22px); - text-align: center; - line-height: 1; - } - - .attribute-value { - display: grid; - grid-template-columns: auto 14px auto; - - input { - display: block; - width: 100%; - } - - .value-number { - display: block; - width: 100%; - text-align: right; - padding: 0 3px; - &:last-child { - text-align: left; - } - } - - span.value-number { - padding: 1px 4px; - } - } - - .attribute-footer { - margin: 0; - display: grid; - grid-template-columns: 1fr 1fr; - flex: 0 0 18px; - margin-top: -1px; - line-height: 18px; - font-family: "Signika", sans-serif; - font-size: 12px; - font-weight: 400; - white-space: nowrap; - - input { - text-align: center; - } - } - } - } - - & > .panel { - grid-template-rows: 64px 32px 24px auto; - } - h3.power-dc { - line-height: 24px; - } - .force-powercasting-ability { - display: grid; - grid-template-columns: 1fr 1fr 1fr 1fr; - label, - h3 { - .russoOne(13px); - border-bottom: none; - } - } - } - .tab.biography { - grid-template-columns: 1fr 2fr; - grid-template-rows: 100%; - column-gap: 16px; - padding-bottom: 8px; - max-width: 100%; - &.active { - display: grid; - } - & > .panel { - display: block; - overflow-y: auto; - } - section { - position: relative; - } - } - .tab.notes { - & > .panel { - display: block; - overflow-y: auto; - } - section { - position: relative; - & > input { - .russoOne(16px); - text-align: left; - margin-bottom: 4px; - } - .editor .editor-edit { - top: 3px; - } - } - } - &.limited { - grid-template-rows: 144px auto; - grid-row-gap: 8px; - header { - grid-template-rows: 1fr; - } - - .tab.biography { - grid-template-columns: 100%; - } - } - } - &.npc { .swalt-sheet { - header { - h1.character-name { - align-self: auto; - } - .npc-size, .creature-type { - .russoOne(18px); - line-height: 28px; + display: grid; + grid-template-rows: 182px 36px auto; + + section > h1 { + .russoOne(17px); + text-align: left; + margin-bottom: 4px; } - div.creature-type { - display: flex; - justify-content: space-between; - padding: 1px 4px; - border: 1px solid transparent; - overflow-x: auto; + header { + display: grid; + grid-template-rows: 1fr 26px auto; + grid-template-columns: 128px 1fr; + column-gap: 8px; + grid-row-gap: 8px; - span { - overflow: hidden; - text-overflow: ellipsis; - white-space: nowrap; - } + img { + grid-column-start: 1; + grid-row-start: 1; + grid-row-end: 4; + box-sizing: border-box; + border: none; + border-radius: 0; + max-width: 100%; + max-height: 100%; + } - .config-button { + h1.character-name { + grid-row: 1; + grid-column: 2; + margin: 0; + border: none; + align-self: center; + height: auto; + + .russoOne(32px); + text-transform: uppercase; + height: auto; + + input[type="text"] { + .russoOne(32px); + text-transform: uppercase; + height: auto; + border: none; + background: none; + &:focus { + text-transform: none; + } + } + } + + .level-experience { + grid-row: 1; + grid-column: 3; + + .charlevel { + .russoOne(17px); + text-align: right; + input { + display: inline-block; + width: 42px; + height: auto; + } + } + + .experience { + .russoOne(17px); + text-align: right; + line-height: 26px; + input { + display: inline-block; + width: 120px; + text-align: right; + } + } + + .xpbar { + height: 8px; + + .bar { + display: block; + height: 100%; + } + } + } + + .summary { + grid-column-start: 2; + grid-row-start: 2; + grid-column-end: 4; + display: grid; + grid-template-rows: 1fr; + grid-template-columns: repeat(4, 1fr); + + input, + .proficiency { + display: inline; + height: auto; + .russoOne(17px); + line-height: 24px; + width: 100%; + } + + .proficiency { + line-height: 26px; + } + select { + position: relative; + top: -4px; + } + } + + .attributes { + grid-column-start: 2; + grid-row-start: 3; + grid-column-end: 4; + display: grid; + grid-template-columns: repeat(5, 1fr); + column-gap: 12px; + + h1 { + text-align: center; + } + .attribute-name { + position: relative; + } + + .attribute-value, + .attribute-value input { + .russoOne(22px); + text-align: center; + line-height: 1; + } + + .attribute-value { + &.multiple { + display: grid; + grid-template-columns: auto 14px auto; + + input { + width: 100%; + } + } + + input { + display: inline-block; + } + + .value-number { + display: inline-block; + text-align: right; + + padding: 0 3px; + + &:last-child { + text-align: left; + } + } + + span.value-number { + padding: 1px 4px; + } + + .initiative { + padding: 1px 4px; + display: block; + } + } + + // Attribute Configuration + .config-button { + position: absolute; + display: none; + right: -6px; + top: -3px; + font-size: 10px; + font-weight: normal; + } + &:hover .config-button { + display: block; + } + + // Temporary HP + input.temphp { + width: 48%; + } + + // Attribution Tooltip + .property-attribution { + min-width: 150px; + top: 50px; + font-family: Signika, sans-serif; + font-size: 14px; + font-weight: normal; + line-height: 1rem; + } + + footer { + button { + background: none; + padding: 1px 3px; + font-size: inherit; + line-height: inherit; + display: inline-block; + width: auto; + + &:hover { + font-weight: 400; + } + } + + &.hit-points, + &.hit-dice, + &.initiative { + display: grid; + grid-template-columns: 1fr 1fr; + column-gap: 8px; + margin-top: 0; + input, + button { + //border: 1px solid @colorPaleGray; + width: 100%; + text-align: center; + } + + button { + font-weight: 400; + margin-top: 2px; + } + + span { + display: block; + padding: 3px 4px; + } + } + + &.speed { + margin-top: 0; + input { + text-align: center; + } + } + } + } + } + + nav.sheet-navigation { + display: grid; + grid-template-columns: repeat(7, 1fr); + column-gap: 8px; + margin: 4px 0; + + .item { + background: none; + border: none; + border-bottom: 3px solid transparent; + border-radius: 0; + margin: 0; + padding: 3px 0 0; + line-height: 1; + .russoOne(16px); + } + } + .editor { + position: static; + min-height: 32px; + padding: 0; + .editor-edit { + display: block; + font-size: 12px; + background: none; + border: none; + padding: 0; + box-shadow: none; + top: 0; + right: 0; + &:hover { + text-shadow: none; + } + } + .tox.tox-tinymce { + height: 250px !important; + } + } + .tab { display: none; - font-size: 12px; - font-weight: normal; - line-height: 2em; - } - &:hover .config-button { - display: block; - } + + &.active { + display: block; + } + + .filter-list { + list-style: none; + margin: 0; + padding: 0 0 8px; + display: flex; + flex-direction: row; + justify-content: flex-end; + max-width: 100%; + + .filter-title { + display: none; + font-weight: bold; + width: 50px; + } + + .filter-item { + width: 100px; + text-align: center; + + & + .filter-item { + margin-left: 12px; + } + + &:hover { + text-shadow: none; + } + } + } + + .group-list-header { + display: grid; + padding-right: 6px; + } + + .group-list-title { + h3 { + .russoOne(17px); + margin: 4px 0 0; + padding: 0 4px; + display: inline; + border: none; + } + + .item-create { + font-size: 12px; + i { + font-size: 10px; + } + &:hover { + text-shadow: none; + } + } + } + + .group-list-header, + .group-list { + .item-detail { + text-align: left; + padding: 4px; + } + } + + .group-list { + height: 100%; + overflow-y: scroll; + & > li:first-child { + padding-top: 8px; + } + } + + .group-list, + .group-list ol { + list-style: none; + margin: 0 0 8px; + padding: 0; + + .item-uses { + input { + display: inline-block; + width: 32px; + margin-right: 0; + text-align: right; + } + span { + padding-left: 8px; + } + .slot-max-override { + margin-left: 5px; + &:hover { + text-shadow: none; + } + } + } + li.item { + display: grid; + + h4 { + .openSans(13px, 700); + letter-spacing: 0; + } + .item-name, + .item-detail { + padding: 4px; + line-height: 30px; + } + + .item-name { + display: flex; + + .item-image { + width: 30px; + height: 30px; + position: relative; + background-size: contain; + &::before { + font-family: "Font Awesome 5 Free"; + font-weight: 900; + content: "\f6cf"; + opacity: 0; + position: absolute; + top: 0; + left: 2px; + font-size: 26px; + } + } + + h4 { + line-height: 30px; + display: inline-block; + height: 30px; + padding-left: 8px; + margin: 0; + } + + &.rollable:hover { + text-shadow: none; + + .item-image { + background-image: none !important; + + &::before { + opacity: 1; + } + + &:hover { + background-image: none !important; + + &::before { + opacity: 1; + } + } + } + } + } + + .item-summary { + grid-column-start: 1; + grid-column-end: -1; + padding: 4px 4px 4px 38px; + } + + .item-controls { + display: flex; + flex-direction: row; + justify-content: space-evenly; + } + + .item-control { + &:hover { + text-shadow: none; + } + } + } + } + + .group-grid-inventory { + grid-template-columns: auto 60px 100px 100px 100px; + + &.group-list-title { + .item-controls { + grid-column-start: 5; + } + } + } + .group-grid-features { + grid-template-columns: auto 100px 100px 100px; + &.group-list-title { + display: grid; + } + .item-controls { + grid-column-start: 4; + } + } + .group-grid-powers { + grid-template-columns: auto repeat(5, 100px); + &.group-list-title { + display: grid; + align-items: end; + .item-detail { + padding: 0 4px; + } + } + } + .group-grid-fav-items { + grid-template-columns: auto 60px 30px 30px 50px; + &.group-list-title { + display: grid; + align-items: end; + .item-detail { + padding: 0 4px; + } + } + } } - .attributes { - grid-template-columns: repeat(3, 1fr); - footer { - &.proficiency { - margin-top: 0; - line-height: 24px; - text-align: center; - } - &.hit-points { - display: block; - } - } + .tab > .panel { + height: 100%; + overflow: hidden; + display: grid; } - } - nav.sheet-navigation { - grid-template-columns: repeat(6, 1fr); - } - .tab.attributes { - .traits-resources { - display: block; - .counter { - display: flex; - .counter-value { - margin-left: auto; + .tab.attributes { + &.active { + display: grid; + } + + grid-template-columns: 350px auto; + grid-template-rows: auto; + column-gap: 16px; + + .abilities { + display: grid; + grid-template-columns: 128px auto; + grid-template-rows: auto; + column-gap: 12px; + + ol { + list-style: none; + margin: 0; + padding: 0; + } + + .scores { + li { + border-radius: 0; + padding: 4px; + & + li { + border-top: 0 !important; + } + &:first-child { + border-radius: 4px 4px 0 0; + } + + &:last-child { + border-bottom-width: 1px; + border-radius: 0 0 4px 4px; + } + + h2 { + .russoOne(14px); + border: none; + text-align: center; + margin: 0; + + &:hover { + text-shadow: none; + } + } + + .ability-score { + .russoOne(22px); + text-align: center; + width: 48px; + margin: 0 auto; + height: 24px; + display: block; + } + + .ability-modifiers { + margin: 0 -4px -4px; + display: grid; + grid-template-columns: 28px auto 28px; + + .ability-mod, + .ability-save { + padding: 2px 4px; + display: block; + font-weight: bold; + font-size: 13px; + text-align: center; + border-style: solid; + } + + .ability-mod { + border-width: 1px 1px 0 0; + border-radius: 0 4px 0 0; + } + + .ability-save { + border-width: 1px 0 0 1px; + border-radius: 4px 0 0 0; + } + + .proficiency-toggle { + border: none; + background: none; + line-height: 1; + } + } + } + } + + .skills { + li { + display: grid; + grid-template-columns: 28px auto 18px 28px; + align-items: center; + + .proficiency-toggle { + border: none; + background: none; + height: 23px; + line-height: 23px; + padding: 0 4px; + } + + .skill-name { + &:hover { + text-shadow: none; + } + } + + .skill-ability { + text-transform: capitalize; + } + + .skill-mod { + text-align: right; + padding-right: 4px; + } + } + } + } + + .traits-resources { + grid-template-rows: 32px auto; + nav { + margin-bottom: 4px; + + button { + display: inline-block; + width: auto; + background: none; + border: none; + border-bottom: 3px solid transparent; + border-radius: 0; + margin: 0; + padding: 0 4px; + line-height: 1.6; + .russoOne(14px); + + & + button { + margin-left: 8px; + } + } + } + + section.traits { + display: grid; + grid-template-columns: 1fr 1fr; + grid-gap: 16px; + grid-row-gap: 8px; + + input, + select { + display: block; + width: 100%; + text-align: left; + } + + label { + font-size: 13px; + } + + .trait-selector { + background: none; + border: none; + display: inline; + width: auto; + &:hover { + text-shadow: none; + } + i.fas { + float: none; + &:hover { + text-shadow: none; + } + } + } + + .powercasting { + text-transform: capitalize; + } + + .languages { + grid-column-end: span 1; + label { + &:hover { + cursor: pointer; + } + } + } + + .traits-list { + li { + display: inline; + + &::after { + content: ","; + } + + &:last-child::after { + content: ""; + } + } + } + + ul.passives { + grid-column-end: span 2; + list-style: none; + padding: 0; + margin: 0; + display: grid; + grid-template-columns: 1fr 1fr; + grid-gap: 4px; + grid-row-gap: 4px; + + strong { + font-size: 13px; + } + } + } + + section.resources { + .resource-items { + display: grid; + grid-template-columns: repeat(3, 1fr); + column-gap: 12px; + + .resource { + h1 { + border: none; + margin: 0; + + input { + font-family: "Russo One"; + font-size: 16px; + font-weight: 400; + text-align: center; + margin-bottom: 4px; + border-radius: 0; + } + } + + .attribute-value, + .attribute-value input { + .russoOne(22px); + text-align: center; + line-height: 1; + } + + .attribute-value { + display: grid; + grid-template-columns: auto 14px auto; + + input { + display: block; + width: 100%; + } + + .value-number { + display: block; + width: 100%; + text-align: right; + padding: 0 3px; + &:last-child { + text-align: left; + } + } + + span.value-number { + padding: 1px 4px; + } + } + + .attribute-footer { + margin: 0; + display: grid; + grid-template-columns: 1fr 1fr; + + label { + text-align: center; + } + } + } + } + + .counters { + border: none; + margin: 16px 0; + display: grid; + grid-template-columns: repeat(3, 1fr); + + .counter { + height: auto; + border: none; + text-align: center; + + h4 { + font-size: 13px; + margin: 0; + //display: inline; + &.rollable { + &:hover { + text-shadow: none; + } + } + } + + .counter-value { + display: inline; + text-align: left; + } + + input[type="text"] { + display: inline-block; + width: 10px; + } + + input[type="checkbox"] { + display: inline-block; + } + + .death-success, + .death-fail { + display: inline-block; + } + + .death-success { + margin-right: 8px; + } + } + } + } } - } } - } - .tab.force-powerbook, - .tab.tech-powerbook { - input.powercasting-level { - width: 48px; + + .tab.inventory { + & > .panel { + grid-template-rows: 32px 32px 24px auto; + } + + .currency-encumbrance { + display: grid; + grid-template-columns: 200px auto; + margin-bottom: 8px; + align-items: center; + } + + .currency { + .russoOne(14px); + + input { + display: inline-block; + width: 128px; + .openSans(13px); + } + } + + .encumbrance-wrapper { + display: grid; + grid-template-columns: 400px 100px; + width: 500px; + justify-self: end; + + .encumbrance-label { + font-size: 12px; + line-height: 14px; + width: 100%; + text-shadow: none; + padding: 0; + margin: 0; + height: auto; + text-align: center; + margin-left: -2px; + border-radius: 0 4px 4px 0; + } + + .encumbrance { + position: relative; + border-radius: 4px; + height: 16px; + margin: 0; + width: 100%; + + .encumbrance-bar { + position: absolute; + top: 0; + left: 0; + height: 100%; + border-radius: 4px; + border: none; + } + } + } + } + .tab.features { + & > .panel { + grid-template-rows: 24px auto; + } + } + .tab.force-powerbook, + .tab.tech-powerbook { + .resource-items { + display: grid; + grid-template-columns: repeat(5, 1fr); + column-gap: 24px; + + .resource { + h1 { + border: none; + margin: 0; + font-family: "Russo One"; + font-size: 14px; + font-weight: 400; + text-align: center; + margin-bottom: 4px; + border-radius: 0; + } + + .attribute-value, + .attribute-value input { + .russoOne(22px); + text-align: center; + line-height: 1; + } + + .attribute-value { + display: grid; + grid-template-columns: auto 14px auto; + + input { + display: block; + width: 100%; + } + + .value-number { + display: block; + width: 100%; + text-align: right; + padding: 0 3px; + &:last-child { + text-align: left; + } + } + + span.value-number { + padding: 1px 4px; + } + } + + .attribute-footer { + margin: 0; + display: grid; + grid-template-columns: 1fr 1fr; + flex: 0 0 18px; + margin-top: -1px; + line-height: 18px; + font-family: "Signika", sans-serif; + font-size: 12px; + font-weight: 400; + white-space: nowrap; + + input { + text-align: center; + } + } + } + } + + & > .panel { + grid-template-rows: 64px 32px 24px auto; + } + h3.power-dc { + line-height: 24px; + } + .force-powercasting-ability { + display: grid; + grid-template-columns: 1fr 1fr 1fr 1fr; + label, + h3 { + .russoOne(13px); + border-bottom: none; + } + } + } + .tab.biography { + grid-template-columns: 1fr 2fr; + grid-template-rows: 100%; + column-gap: 16px; + padding-bottom: 8px; + max-width: 100%; + &.active { + display: grid; + } + & > .panel { + display: block; + overflow-y: auto; + } + section { + position: relative; + } + } + .tab.notes { + & > .panel { + display: block; + overflow-y: auto; + } + section { + position: relative; + & > input { + .russoOne(16px); + text-align: left; + margin-bottom: 4px; + } + .editor .editor-edit { + top: 3px; + } + } + } + &.limited { + grid-template-rows: 144px auto; + grid-row-gap: 8px; + header { + grid-template-rows: 1fr; + } + + .tab.biography { + grid-template-columns: 100%; + } + } + } + &.npc { + .swalt-sheet { + header { + h1.character-name { + align-self: auto; + } + .npc-size, + .creature-type { + .russoOne(18px); + line-height: 28px; + } + + div.creature-type { + display: flex; + justify-content: space-between; + padding: 1px 4px; + border: 1px solid transparent; + overflow-x: auto; + + span { + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; + } + + .config-button { + display: none; + font-size: 12px; + font-weight: normal; + line-height: 2em; + } + &:hover .config-button { + display: block; + } + } + + .attributes { + grid-template-columns: repeat(3, 1fr); + footer { + &.proficiency { + margin-top: 0; + line-height: 24px; + text-align: center; + } + &.hit-points { + display: block; + } + } + } + } + nav.sheet-navigation { + grid-template-columns: repeat(6, 1fr); + } + .tab.attributes { + .traits-resources { + display: block; + + .counter { + display: flex; + .counter-value { + margin-left: auto; + } + } + } + } + .tab.force-powerbook, + .tab.tech-powerbook { + input.powercasting-level { + width: 48px; + } + } + .tab.biography.active { + display: block; + } } - } - .tab.biography.active { - display: block; - } } - } } diff --git a/module/active-effect.js b/module/active-effect.js new file mode 100644 index 00000000..2ca55a21 --- /dev/null +++ b/module/active-effect.js @@ -0,0 +1,113 @@ +/** + * Extend the base ActiveEffect class to implement system-specific logic. + * @extends {ActiveEffect} + */ +export default class ActiveEffect5e extends ActiveEffect { + /** + * Is this active effect currently suppressed? + * @type {boolean} + */ + isSuppressed = false; + + /* --------------------------------------------- */ + + /** @inheritdoc */ + apply(actor, change) { + if ( this.isSuppressed ) return null; + return super.apply(actor, change); + } + + /* --------------------------------------------- */ + + /** + * Determine whether this Active Effect is suppressed or not. + */ + determineSuppression() { + this.isSuppressed = false; + if ( this.data.disabled || (this.parent.documentName !== "Actor") ) return; + const [parentType, parentId, documentType, documentId] = this.data.origin?.split(".") ?? []; + if ( (parentType !== "Actor") || (parentId !== this.parent.id) || (documentType !== "Item") ) return; + const item = this.parent.items.get(documentId); + if ( !item ) return; + const itemData = item.data.data; + // If an item is not equipped, or it is equipped but it requires attunement and is not attuned, then disable any + // Active Effects that might have originated from it. + this.isSuppressed = itemData.equipped === false || (itemData.attunement === CONFIG.SW5E.attunementTypes.REQUIRED); + } + + /* --------------------------------------------- */ + + /** + * Manage Active Effect instances through the Actor Sheet via effect control buttons. + * @param {MouseEvent} event The left-click event on the effect control + * @param {Actor|Item} owner The owning entity which manages this effect + */ + static onManageActiveEffect(event, owner) { + event.preventDefault(); + const a = event.currentTarget; + const li = a.closest("li"); + const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null; + switch ( a.dataset.action ) { + case "create": + return owner.createEmbeddedDocuments("ActiveEffect", [{ + label: game.i18n.localize("SW5E.EffectNew"), + icon: "icons/svg/aura.svg", + origin: owner.uuid, + "duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined, + disabled: li.dataset.effectType === "inactive" + }]); + case "edit": + return effect.sheet.render(true); + case "delete": + return effect.delete(); + case "toggle": + return effect.update({disabled: !effect.data.disabled}); + } + } + + /* --------------------------------------------- */ + + /** + * Prepare the data structure for Active Effects which are currently applied to an Actor or Item. + * @param {ActiveEffect[]} effects The array of Active Effect instances to prepare sheet data for + * @return {object} Data for rendering + */ + static prepareActiveEffectCategories(effects) { + // Define effect header categories + const categories = { + temporary: { + type: "temporary", + label: game.i18n.localize("SW5E.EffectTemporary"), + effects: [] + }, + passive: { + type: "passive", + label: game.i18n.localize("SW5E.EffectPassive"), + effects: [] + }, + inactive: { + type: "inactive", + label: game.i18n.localize("SW5E.EffectInactive"), + effects: [] + }, + suppressed: { + type: "suppressed", + label: game.i18n.localize("SW5E.EffectUnavailable"), + effects: [], + info: [game.i18n.localize("SW5E.EffectUnavailableInfo")] + } + }; + + // Iterate over active effects, classifying them into categories + for ( let e of effects ) { + e._getSourceName(); // Trigger a lookup for the source name + if ( e.isSuppressed ) categories.suppressed.effects.push(e); + else if ( e.data.disabled ) categories.inactive.effects.push(e); + else if ( e.isTemporary ) categories.temporary.effects.push(e); + else categories.passive.effects.push(e); + } + + categories.suppressed.hidden = !categories.suppressed.effects.length; + return categories; + } +} diff --git a/module/actor/entity.js b/module/actor/entity.js index 0fe01203..1c88eb5f 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -27,7 +27,7 @@ export default class Actor5e extends Actor { */ get classes() { if (this._classes !== undefined) return this._classes; - if (this.data.type !== "character") return (this._classes = {}); + if (!["character", "npc"].includes(this.data.type)) return (this._classes = {}); return (this._classes = this.items .filter((item) => item.type === "class") .reduce((obj, cls) => { @@ -52,6 +52,7 @@ export default class Actor5e extends Actor { /** @override */ prepareData() { + this._preparationWarnings = []; super.prepareData(); // iterate over owned items and recompute attributes that depend on prepared actor data @@ -62,6 +63,7 @@ export default class Actor5e extends Actor { /** @override */ prepareBaseData() { + this._prepareBaseArmorClass(this.data); switch (this.data.type) { case "character": return this._prepareCharacterData(this.data); @@ -74,6 +76,16 @@ export default class Actor5e extends Actor { } } + /* --------------------------------------------- */ + + /** @override */ + applyActiveEffects() { + // The Active Effects do not have access to their parent at preparation time so we wait until this stage to + // determine whether they are suppressed or not. + this.effects.forEach((e) => e.determineSuppression()); + return super.applyActiveEffects(); + } + /* -------------------------------------------- */ /** @override */ @@ -146,6 +158,12 @@ export default class Actor5e extends Actor { // Prepare power-casting data this._computeDerivedPowercasting(this.data); + + // Prepare armor class data + const ac = this._computeArmorClass(data); + this.armor = ac.equippedArmor || null; + this.shield = ac.equippedShield || null; + if (ac.warnings) this._preparationWarnings.push(...ac.warnings); } /* -------------------------------------------- */ @@ -425,6 +443,21 @@ export default class Actor5e extends Actor { /* -------------------------------------------- */ + /** + * Initialize derived AC fields for Active Effects to target. + * @param actorData + * @private + */ + _prepareBaseArmorClass(actorData) { + const ac = actorData.data.attributes.ac; + ac.base = 10; + ac.shield = ac.bonus = ac.cover = 0; + this.armor = null; + this.shield = null; + } + + /* -------------------------------------------- */ + /** * Prepare data related to the power-casting capabilities of the Actor * @private @@ -658,6 +691,103 @@ export default class Actor5e extends Actor { /* -------------------------------------------- */ + /** + * Determine a character's AC value from their equipped armor and shield. + * @param {object} data Note that this object will be mutated. + * @return {{ + * calc: string, + * value: number, + * base: number, + * shield: number, + * bonus: number, + * cover: number, + * flat: number, + * equippedArmor: Item5e, + * equippedShield: Item5e, + * warnings: string[] + * }} + * @private + */ + _computeArmorClass(data) { + // Get AC configuration and apply automatic migrations for older data structures + const ac = data.attributes.ac; + ac.warnings = []; + let cfg = CONFIG.SW5E.armorClasses[ac.calc]; + if (!cfg) { + ac.calc = "flat"; + if (Number.isNumeric(ac.value)) ac.flat = Number(ac.value); + cfg = CONFIG.SW5E.armorClasses.flat; + } + + // Identify Equipped Items + const armorTypes = new Set(Object.keys(CONFIG.SW5E.armorTypes)); + const {armors, shields} = this.itemTypes.equipment.reduce( + (obj, equip) => { + const armor = equip.data.data.armor; + if (!equip.data.data.equipped || !armorTypes.has(armor?.type)) return obj; + if (armor.type === "shield") obj.shields.push(equip); + else obj.armors.push(equip); + return obj; + }, + {armors: [], shields: []} + ); + + // Determine base AC + switch (ac.calc) { + // Flat AC (no additional bonuses) + case "flat": + ac.value = ac.flat; + return ac; + + // Natural AC (includes bonuses) + case "natural": + ac.base = ac.flat; + break; + + // Equipment-based AC + case "default": + if (armors.length) { + if (armors.length > 1) ac.warnings.push("SW5E.WarnMultipleArmor"); + const armorData = armors[0].data.data.armor; + const isHeavy = armorData.type === "heavy"; + ac.dex = isHeavy ? 0 : Math.min(armorData.dex ?? Infinity, data.abilities.dex.mod); + ac.base = (armorData.value ?? 0) + ac.dex; + ac.equippedArmor = armors[0]; + } else { + ac.dex = data.abilities.dex.mod; + ac.base = 10 + ac.dex; + } + break; + + // Formula-based AC + default: + let formula = ac.calc === "custom" ? ac.formula : cfg.formula; + const rollData = this.getRollData(); + try { + const replaced = Roll.replaceFormulaData(formula, rollData); + ac.base = Roll.safeEval(replaced); + } catch (err) { + ac.warnings.push("SW5E.WarnBadACFormula"); + const replaced = Roll.replaceFormulaData(CONFIG.SW5E.armorClasses.default.formula, rollData); + ac.base = Roll.safeEval(replaced); + } + break; + } + + // Equipped Shield + if (shields.length) { + if (shields.length > 1) ac.warnings.push("SW5E.WarnMultipleShields"); + ac.shield = shields[0].data.data.armor.value ?? 0; + ac.equippedShield = shields[0]; + } + + // Compute total AC and return + ac.value = ac.base + ac.shield + ac.bonus + ac.cover; + return ac; + } + + /* -------------------------------------------- */ + /** * Prepare data related to the power-casting capabilities of the Actor * @private @@ -712,7 +842,12 @@ export default class Actor5e extends Actor { if (game.settings.get("sw5e", "currencyWeight") && actorData.data.currency) { const currency = actorData.data.currency; const numCoins = Object.values(currency).reduce((val, denom) => (val += Math.max(denom, 0)), 0); - weight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight; + + const currencyPerWeight = game.settings.get("sw5e", "metricWeightUnits") + ? CONFIG.SW5E.encumbrance.currencyPerWeight.metric + : CONFIG.SW5E.encumbrance.currencyPerWeight.imperial; + + weight += numCoins / currencyPerWeight; } // Determine the encumbrance size class @@ -729,9 +864,14 @@ export default class Actor5e extends Actor { // Compute Encumbrance percentage weight = weight.toNearest(0.1); - const max = actorData.data.abilities.str.value * CONFIG.SW5E.encumbrance.strMultiplier * mod; + + const strengthMultiplier = game.settings.get("sw5e", "metricWeightUnits") + ? CONFIG.SW5E.encumbrance.strMultiplier.metric + : CONFIG.SW5E.encumbrance.strMultiplier.imperial; + + const max = (actorData.data.abilities.str.value * strengthMultiplier * mod).toNearest(0.1); const pct = Math.clamped((weight * 100) / max, 0, 100); - return {value: weight.toNearest(0.1), max, pct, encumbered: pct > 2 / 3}; + return {value: weight.toNearest(0.1), max, pct, encumbered: pct > 200 / 3}; } /* -------------------------------------------- */ @@ -741,7 +881,10 @@ export default class Actor5e extends Actor { /** @inheritdoc */ async _preCreate(data, options, user) { await super._preCreate(data, options, user); + const sourceId = this.getFlag("core", "sourceId"); + if (sourceId?.startsWith("Compendium.")) return; + // Some sensible defaults for convenience // Token size category const s = CONFIG.SW5E.tokenSizes[this.data.data.traits.size || "med"]; this.data.token.update({width: s, height: s}); @@ -1044,6 +1187,7 @@ export default class Actor5e extends Actor { // Evaluate a global saving throw bonus const parts = []; const data = {}; + const speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); // Include a global actor ability save bonus const bonuses = foundry.utils.getProperty(this.data.data, "bonuses.abilities") || {}; @@ -1060,7 +1204,7 @@ export default class Actor5e extends Actor { halflingLucky: this.getFlag("sw5e", "halflingLucky"), targetValue: 10, messageData: { - "speaker": options.speaker || ChatMessage.getSpeaker({actor: this}), + "speaker": speaker, "flags.sw5e.roll": {type: "death"} } }); @@ -1192,6 +1336,7 @@ export default class Actor5e extends Actor { * @property {number} dhd Hit dice recovered or spent during the rest. * @property {object} updateData Updates applied to the actor. * @property {Array.} updateItems Updates applied to actor's items. + * @property {boolean} longRest Whether the rest type was a long rest. * @property {boolean} newDay Whether a new day occurred during the rest. */ @@ -1316,7 +1461,8 @@ export default class Actor5e extends Actor { ...hitDiceUpdates, ...this._getRestItemUsesRecovery({recoverLongRestUses: longRest, recoverDailyUses: newDay}) ], - newDay: newDay + longRest, + newDay }; // Perform updates @@ -1326,6 +1472,9 @@ export default class Actor5e extends Actor { // Display a Chat Message summarizing the rest effects if (chat) await this._displayRestResultMessage(result, longRest); + // Call restCompleted hook so that modules can easily perform actions when actors finish a rest + Hooks.callAll("restCompleted", this, result); + // Return data summarizing the rest effects return result; } @@ -1364,13 +1513,13 @@ export default class Actor5e extends Actor { // Determine the chat message to display if (longRest) { message = "SW5E.LongRestResult"; - if (dhp !== 0) message += "HP"; + if (healthRestored) message += "HP"; if (dfp !== 0) message += "FP"; if (dtp !== 0) message += "TP"; - if (dhd !== 0) message += "HD"; + if (diceRestored) message += "HD"; } else { message = "SW5E.ShortRestResultShort"; - if (dhd !== 0 && dhp !== 0) { + if (diceRestored && healthRestored) { if (dtp !== 0) { message = "SW5E.ShortRestResultWithTech"; } else { @@ -1581,19 +1730,19 @@ export default class Actor5e extends Actor { /** * Transform this Actor into another one. * - * @param {Actor} target The target Actor. - * @param {boolean} [keepPhysical] Keep physical abilities (str, dex, con) - * @param {boolean} [keepMental] Keep mental abilities (int, wis, cha) - * @param {boolean} [keepSaves] Keep saving throw proficiencies - * @param {boolean} [keepSkills] Keep skill proficiencies - * @param {boolean} [mergeSaves] Take the maximum of the save proficiencies - * @param {boolean} [mergeSkills] Take the maximum of the skill proficiencies - * @param {boolean} [keepClass] Keep proficiency bonus - * @param {boolean} [keepFeats] Keep features - * @param {boolean} [keepPowers] Keep powers - * @param {boolean} [keepItems] Keep items - * @param {boolean} [keepBio] Keep biography - * @param {boolean} [keepVision] Keep vision + * @param {Actor5e} target The target Actor. + * @param {boolean} [keepPhysical] Keep physical abilities (str, dex, con) + * @param {boolean} [keepMental] Keep mental abilities (int, wis, cha) + * @param {boolean} [keepSaves] Keep saving throw proficiencies + * @param {boolean} [keepSkills] Keep skill proficiencies + * @param {boolean} [mergeSaves] Take the maximum of the save proficiencies + * @param {boolean} [mergeSkills] Take the maximum of the skill proficiencies + * @param {boolean} [keepClass] Keep proficiency bonus + * @param {boolean} [keepFeats] Keep features + * @param {boolean} [keepPowers] Keep powers + * @param {boolean} [keepItems] Keep items + * @param {boolean} [keepBio] Keep biography + * @param {boolean} [keepVision] Keep vision * @param {boolean} [transformTokens] Transform linked tokens too */ async transformInto( @@ -1649,16 +1798,16 @@ export default class Actor5e extends Actor { d.data.attributes.exhaustion = o.data.attributes.exhaustion; // Keep your prior exhaustion level d.data.attributes.inspiration = o.data.attributes.inspiration; // Keep inspiration d.data.powers = o.data.powers; // Keep power slots + d.data.attributes.ac.flat = target.data.data.attributes.ac.value; // Override AC // Token appearance updates d.token = {name: d.name}; for (let k of ["width", "height", "scale", "img", "mirrorX", "mirrorY", "tint", "alpha", "lockRotation"]) { d.token[k] = source.token[k]; } - if (!keepVision) { - for (let k of ["dimSight", "brightSight", "dimLight", "brightLight", "vision", "sightAngle"]) { - d.token[k] = source.token[k]; - } + const vision = keepVision ? o.token : source.token; + for (let k of ["dimSight", "brightSight", "dimLight", "brightLight", "vision", "sightAngle"]) { + d.token[k] = vision[k]; } if (source.token.randomImg) { const images = await target.getTokenImages(); @@ -1745,9 +1894,9 @@ export default class Actor5e extends Actor { const tokens = this.getActiveTokens(true); const updates = tokens.map((t) => { const newTokenData = foundry.utils.deepClone(d.token); - if (!t.data.actorLink) newTokenData.actorData = newActor.data; newTokenData._id = t.data._id; newTokenData.actorId = newActor.id; + newTokenData.actorLink = true; return newTokenData; }); return canvas.scene?.updateEmbeddedDocuments("Token", updates); @@ -1771,10 +1920,25 @@ export default class Actor5e extends Actor { const baseActor = game.actors.get(this.token.data.actorId); const prototypeTokenData = await baseActor.getTokenData(); const tokenUpdate = {actorData: {}}; - for (let k of ["width", "height", "scale", "img", "mirrorX", "mirrorY", "tint", "alpha", "lockRotation"]) { + for (let k of [ + "width", + "height", + "scale", + "img", + "mirrorX", + "mirrorY", + "tint", + "alpha", + "lockRotation", + "name" + ]) { tokenUpdate[k] = prototypeTokenData[k]; } - return this.token.update(tokenUpdate, {recursive: false}); + await this.token.update(tokenUpdate, {recursive: false}); + await this.sheet.close(); + const actor = this.token.getActor(); + actor.sheet.render(true); + return actor; } // Obtain a reference to the original actor @@ -1854,6 +2018,45 @@ export default class Actor5e extends Actor { return type; } + /* -------------------------------------------- */ + + /** + * Populate a proficiency object with a `selected` field containing a combination of + * localizable group & individual proficiencies from `value` and the contents of `custom`. + * + * @param {object} data Object containing proficiency data + * @param {Array.} data.value Array of standard proficiency keys + * @param {string} data.custom Semicolon-separated string of custom proficiencies + * @param {string} type "armor", "weapon", or "tool" + */ + static prepareProficiencies(data, type) { + const profs = CONFIG.SW5E[`${type}Proficiencies`]; + const itemTypes = CONFIG.SW5E[`${type}Ids`]; + + let values = []; + if (data.value) { + values = data.value instanceof Array ? data.value : [data.value]; + } + + data.selected = {}; + const pack = game.packs.get(CONFIG.SW5E.sourcePacks.ITEMS); + for (const key of values) { + if (profs[key]) { + data.selected[key] = profs[key]; + } else if (itemTypes && itemTypes[key]) { + const item = pack.index.get(itemTypes[key]); + data.selected[key] = item.name; + } else if (type === "tool" && CONFIG.SW5E.vehicleTypes[key]) { + data.selected[key] = CONFIG.SW5E.vehicleTypes[key]; + } + } + + // Add custom entries + if (data.custom) { + data.custom.split(";").forEach((c, i) => (data.selected[`custom${i + 1}`] = c.trim())); + } + } + /* -------------------------------------------- */ /* DEPRECATED METHODS */ /* -------------------------------------------- */ diff --git a/module/actor/sheets/newSheet/base.js b/module/actor/sheets/newSheet/base.js index 0b2136bc..a6a40142 100644 --- a/module/actor/sheets/newSheet/base.js +++ b/module/actor/sheets/newSheet/base.js @@ -1,12 +1,16 @@ +import Actor5e from "../../entity.js"; import Item5e from "../../../item/entity.js"; +import ProficiencySelector from "../../../apps/proficiency-selector.js"; +import PropertyAttribution from "../../../apps/property-attribution.js"; import TraitSelector from "../../../apps/trait-selector.js"; +import ActorArmorConfig from "../../../apps/actor-armor.js"; import ActorSheetFlags from "../../../apps/actor-flags.js"; import ActorHitDiceConfig from "../../../apps/hit-dice-config.js"; import ActorMovementConfig from "../../../apps/movement-config.js"; import ActorSensesConfig from "../../../apps/senses-config.js"; import ActorTypeConfig from "../../../apps/actor-type.js"; import {SW5E} from "../../../config.js"; -import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js"; +import ActiveEffect5e from "../../../active-effect.js"; /** * Extend the basic ActorSheet class to suppose SW5e-specific logic and functionality. @@ -85,6 +89,7 @@ export default class ActorSheet5e extends ActorSheet { // The Actor's data const actorData = this.actor.data.toObject(false); + const source = this.actor.data._source.data; data.actor = actorData; data.data = actorData.data; @@ -105,6 +110,7 @@ export default class ActorSheet5e extends ActorSheet { abl.icon = this._getProficiencyIcon(abl.proficient); abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient]; abl.label = CONFIG.SW5E.abilities[a]; + abl.baseProf = source.abilities[a].proficient; } // Skills @@ -117,6 +123,7 @@ export default class ActorSheet5e extends ActorSheet { skl.label = CONFIG.SW5E.starshipSkills[s]; } else { skl.label = CONFIG.SW5E.skills[s]; + skl.baseValue = source.skills[s].value; } } } @@ -134,7 +141,15 @@ export default class ActorSheet5e extends ActorSheet { this._prepareItems(data); // Prepare active effects - data.effects = prepareActiveEffectCategories(this.actor.effects); + data.effects = ActiveEffect5e.prepareActiveEffectCategories(this.actor.effects); + + // Prepare warnings + data.warnings = this.actor._preparationWarnings; + + // Prepare property attributions + this.attribution = { + "attributes.ac": this._prepareArmorClassAttribution(actorData.data) + }; // Return data to the sheet return data; @@ -204,6 +219,105 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ + /** + * Produce a list of armor class attribution objects. + * @param {object} data Actor data to determine the attributions from. + * @return {AttributionDescription[]} List of attribution descriptions. + */ + _prepareArmorClassAttribution(data) { + const ac = data.attributes.ac; + const cfg = CONFIG.SW5E.armorClasses[ac.calc]; + const attribution = []; + + // Base AC Attribution + switch (ac.calc) { + // Flat AC + case "flat": + return [ + { + label: game.i18n.localize("SW5E.ArmorClassFlat"), + mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE, + value: ac.flat + } + ]; + + // Natural armor + case "natural": + attribution.push({ + label: game.i18n.localize("SW5E.ArmorClassNatural"), + mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE, + value: ac.flat + }); + break; + + // Equipment-based AC + case "default": + const hasArmor = !!this.actor.armor; + attribution.push({ + label: hasArmor ? this.actor.armor.name : game.i18n.localize("SW5E.ArmorClassUnarmored"), + mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE, + value: hasArmor ? this.actor.armor.data.data.armor.value : 10 + }); + if (ac.dex !== 0) { + attribution.push({ + label: game.i18n.localize("SW5E.AbilityDex"), + mode: CONST.ACTIVE_EFFECT_MODES.ADD, + value: ac.dex + }); + } + break; + + // Other AC formula + default: + const formula = ac.calc === "custom" ? ac.formula : cfg.formula; + let base = ac.base; + const dataRgx = new RegExp(/@([a-z.0-9_\-]+)/gi); + for (const [match, term] of formula.matchAll(dataRgx)) { + const value = foundry.utils.getProperty(data, term); + if (term === "attributes.ac.base" || value === 0) continue; + if (Number.isNumeric(value)) base -= Number(value); + attribution.push({ + label: match, + mode: CONST.ACTIVE_EFFECT_MODES.ADD, + value: foundry.utils.getProperty(data, term) + }); + } + attribution.unshift({ + label: game.i18n.localize("SW5E.PropertyBase"), + mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE, + value: base + }); + break; + } + + // Shield + if (ac.shield !== 0) + attribution.push({ + label: this.actor.shield?.name ?? game.i18n.localize("SW5E.EquipmentShield"), + mode: CONST.ACTIVE_EFFECT_MODES.ADD, + value: ac.shield + }); + + // Bonus + if (ac.bonus !== 0) + attribution.push({ + label: game.i18n.localize("SW5E.Bonus"), + mode: CONST.ACTIVE_EFFECT_MODES.ADD, + value: ac.bonus + }); + + // Cover + if (ac.cover !== 0) + attribution.push({ + label: game.i18n.localize("SW5E.Cover"), + mode: CONST.ACTIVE_EFFECT_MODES.ADD, + value: ac.cover + }); + return attribution; + } + + /* -------------------------------------------- */ + /** * Prepare the data structure for traits data like languages, resistances & vulnerabilities, and proficiencies * @param {object} traits The raw traits data object from the actor data @@ -215,10 +329,7 @@ export default class ActorSheet5e extends ActorSheet { di: CONFIG.SW5E.damageResistanceTypes, dv: CONFIG.SW5E.damageResistanceTypes, ci: CONFIG.SW5E.conditionTypes, - languages: CONFIG.SW5E.languages, - armorProf: CONFIG.SW5E.armorProficiencies, - weaponProf: CONFIG.SW5E.weaponProficiencies, - toolProf: CONFIG.SW5E.toolProficiencies + languages: CONFIG.SW5E.languages }; for (let [t, choices] of Object.entries(map)) { const trait = traits[t]; @@ -238,6 +349,14 @@ export default class ActorSheet5e extends ActorSheet { } trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive"; } + + // Populate and localize proficiencies + for (const t of ["armor", "weapon", "tool"]) { + const trait = traits[`${t}Prof`]; + if (!trait) continue; + Actor5e.prepareProficiencies(trait, t); + trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive"; + } } /* -------------------------------------------- */ @@ -414,6 +533,8 @@ export default class ActorSheet5e extends ActorSheet { // View Item Sheets html.find(".item-edit").click(this._onItemEdit.bind(this)); + // Property attributions + html.find(".attributable").mouseover(this._onPropertyAttribution.bind(this)); // Editable Only Listeners if (this.isEditable) { @@ -429,6 +550,7 @@ export default class ActorSheet5e extends ActorSheet { html.find(".skill-proficiency").on("click contextmenu", this._onCycleSkillProficiency.bind(this)); // Trait Selector + html.find(".proficiency-selector").click(this._onProficiencySelector.bind(this)); html.find(".trait-selector").click(this._onTraitSelector.bind(this)); // Configure Special Flags @@ -446,7 +568,7 @@ export default class ActorSheet5e extends ActorSheet { html.find(".decrement-class-level").click(this._onDecrementClassLevel.bind(this)); // Active Effect management - html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor)); + html.find(".effect-control").click((ev) => ActiveEffect5e.onManageActiveEffect(ev, this.actor)); } // Owner Only Listeners @@ -474,7 +596,7 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ /** - * Iinitialize Item list filters by activating the set of filters which are currently applied + * Initialize Item list filters by activating the set of filters which are currently applied * @private */ _initializeFilterItemList(i, ul) { @@ -517,6 +639,9 @@ export default class ActorSheet5e extends ActorSheet { const button = event.currentTarget; let app; switch (button.dataset.action) { + case "armor": + app = new ActorArmorConfig(this.object); + break; case "hit-dice": app = new ActorHitDiceConfig(this.object); break; @@ -530,7 +655,7 @@ export default class ActorSheet5e extends ActorSheet { app = new ActorSensesConfig(this.object); break; case "type": - new ActorTypeConfig(this.object).render(true); + app = new ActorTypeConfig(this.object); break; } app?.render(true); @@ -545,22 +670,19 @@ export default class ActorSheet5e extends ActorSheet { */ _onCycleSkillProficiency(event) { event.preventDefault(); - const field = $(event.currentTarget).siblings('input[type="hidden"]'); + const field = event.currentTarget.previousElementSibling; + const skillName = field.parentElement.dataset.skill; + const source = this.actor.data._source.data.skills[skillName]; + if (!source) return; - // Get the current level and the array of levels - const level = parseFloat(field.val()); + // Cycle to the next or previous skill level const levels = [0, 1, 0.5, 2]; - let idx = levels.indexOf(level); - - // Toggle next level - forward on click, backwards on right - if (event.type === "click") { - field.val(levels[idx === levels.length - 1 ? 0 : idx + 1]); - } else if (event.type === "contextmenu") { - field.val(levels[idx === 0 ? levels.length - 1 : idx - 1]); - } + let idx = levels.indexOf(source.value); + const next = idx + (event.type === "click" ? 1 : 3); + field.value = levels[next % 4]; // Update the field value and save the form - this._onSubmit(event); + return this._onSubmit(event); } /* -------------------------------------------- */ @@ -674,7 +796,12 @@ export default class ActorSheet5e extends ActorSheet { if (itemData.type === "consumable" && itemData.flags.core?.sourceId) { const similarItem = this.actor.items.find((i) => { const sourceId = i.getFlag("core", "sourceId"); - return sourceId && sourceId === itemData.flags.core?.sourceId && i.type === "consumable"; + return ( + sourceId && + sourceId === itemData.flags.core?.sourceId && + i.type === "consumable" && + i.name === itemData.name + ); }); if (similarItem && itemData.name !== "Power Cell") { // Always create a new powercell instead of increasing quantity @@ -901,6 +1028,22 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ + /** + * Handle displaying the property attribution tooltip when a property is hovered over. + * @param {Event} event The originating mouse event. + * @private + */ + async _onPropertyAttribution(event) { + const existingTooltip = event.currentTarget.querySelector("div.tooltip"); + const property = event.currentTarget.dataset.property; + if (existingTooltip || !property || !this.attribution) return; + + let html = await new PropertyAttribution(this.object, this.attribution, property).renderTooltip(); + event.currentTarget.insertAdjacentElement("beforeend", html[0]); + } + + /* -------------------------------------------- */ + /** * Handle rolling an Ability check, either a test or a saving throw * @param {Event} event The originating click event @@ -957,6 +1100,22 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ + /** + * Handle spawning the ProficiencySelector application to configure armor, weapon, and tool proficiencies. + * @param {Event} event The click event which originated the selection + * @private + */ + _onProficiencySelector(event) { + event.preventDefault(); + const a = event.currentTarget; + const label = a.parentElement.querySelector("label"); + const options = {name: a.dataset.target, title: label.innerText, type: a.dataset.type}; + if (options.type === "tool") options.sortCategories = true; + return new ProficiencySelector(this.actor, options).render(true); + } + + /* -------------------------------------------- */ + /** * Handle spawning the TraitSelector application which allows a checkbox of multiple trait options * @param {Event} event The click event which originated the selection diff --git a/module/actor/sheets/newSheet/character.js b/module/actor/sheets/newSheet/character.js index 91c68b1d..73599b9d 100644 --- a/module/actor/sheets/newSheet/character.js +++ b/module/actor/sheets/newSheet/character.js @@ -62,6 +62,10 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e { return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" "); }) .join(", "); + // Weight unit + sheetData["weightUnit"] = game.settings.get("sw5e", "metricWeightUnits") + ? game.i18n.localize("SW5E.AbbreviationKgs") + : game.i18n.localize("SW5E.AbbreviationLbs"); // Return data for rendering return sheetData; diff --git a/module/actor/sheets/newSheet/npc.js b/module/actor/sheets/newSheet/npc.js index 699005ea..2a858d5a 100644 --- a/module/actor/sheets/newSheet/npc.js +++ b/module/actor/sheets/newSheet/npc.js @@ -111,9 +111,28 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e { // Creature Type data.labels["type"] = this.actor.labels.creatureType; + + // Armor Type + data.labels["armorType"] = this.getArmorLabel(); + return data; } + /* -------------------------------------------- */ + + /** + * Format NPC armor information into a localized string. + * @return {string} Formatted armor label. + */ + getArmorLabel() { + const ac = this.actor.data.data.attributes.ac; + const label = []; + if (ac.calc === "default") label.push(this.actor.armor?.name || game.i18n.localize("SW5E.ArmorClassUnarmored")); + else label.push(game.i18n.localize(CONFIG.SW5E.armorClasses[ac.calc].label)); + if (this.actor.shield) label.push(this.actor.shield.name); + return label.filterJoin(", "); + } + /* -------------------------------------------- */ /* Object Updates */ /* -------------------------------------------- */ diff --git a/module/actor/sheets/newSheet/vehicle.js b/module/actor/sheets/newSheet/vehicle.js index a5c6e2ea..66d5bcd9 100644 --- a/module/actor/sheets/newSheet/vehicle.js +++ b/module/actor/sheets/newSheet/vehicle.js @@ -13,7 +13,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { static get defaultOptions() { return mergeObject(super.defaultOptions, { classes: ["sw5e", "sheet", "actor", "vehicle"], - width: 605, + width: 720, height: 680 }); } @@ -47,10 +47,17 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { _computeEncumbrance(totalWeight, actorData) { // Compute currency weight const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0); - totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight; + + const currencyPerWeight = game.settings.get("sw5e", "metricWeightUnits") + ? CONFIG.SW5E.encumbrance.currencyPerWeight.metric + : CONFIG.SW5E.encumbrance.currencyPerWeight.imperial; + + totalWeight += totalCoins / currencyPerWeight; // Vehicle weights are an order of magnitude greater. - totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier; + totalWeight /= game.settings.get("sw5e", "metricWeightUnits") + ? CONFIG.SW5E.encumbrance.vehicleWeightMultiplier.metric + : CONFIG.SW5E.encumbrance.vehicleWeightMultiplier.imperial; // Compute overall encumbrance const max = actorData.data.attributes.capacity.cargo; @@ -80,12 +87,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { // Handle crew actions if (item.type === "feat" && item.data.activation.type === "crew") { - item.crew = item.data.activation.cost; item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`); if (item.data.cover === 0.5) item.cover = "½"; else if (item.data.cover === 0.75) item.cover = "¾"; else if (item.data.cover === null) item.cover = "—"; - if (item.crew < 1 || item.crew === null) item.crew = "—"; } // Prepare vehicle weapons @@ -114,7 +119,8 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { { label: game.i18n.localize("SW5E.Quantity"), css: "item-qty", - property: "data.quantity" + property: "data.quantity", + editable: "Number" }, { label: game.i18n.localize("SW5E.AC"), @@ -138,14 +144,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [], + hasActions: true, crewable: true, dataset: {"type": "feat", "activation.type": "crew"}, columns: [ - { - label: game.i18n.localize("SW5E.VehicleCrew"), - css: "item-crew", - property: "crew" - }, { label: game.i18n.localize("SW5E.Cover"), css: "item-cover", @@ -179,6 +181,13 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { } }; + data.items.forEach((item) => { + item.hasUses = item.data.uses && item.data.uses.max > 0; + item.isOnCooldown = + item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false; + item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0; + }); + const cargo = { crew: { label: game.i18n.localize("SW5E.VehicleCrew"), @@ -284,6 +293,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { .click((evt) => evt.target.select()) .change(this._onCargoRowChange.bind(this)); + html.find(".item-qty:not(.cargo) input") + .click((evt) => evt.target.select()) + .change(this._onQtyChange.bind(this)); + if (this.actor.data.data.attributes.actions.stations) { html.find(".counter.actions, .counter.action-thresholds").hide(); } @@ -416,6 +429,24 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { /* -------------------------------------------- */ + /** + * Special handling for editing quantity value of equipment and weapons inside the features tab. + * @param event {Event} + * @returns {Promise} + * @private + */ + + _onQtyChange(event) { + event.preventDefault(); + const itemID = event.currentTarget.closest(".item").dataset.itemId; + const item = this.actor.items.get(itemID); + const qty = parseInt(event.currentTarget.value); + event.currentTarget.value = qty; + return item.update({"data.quantity": qty}); + } + + /* -------------------------------------------- */ + /** * Handle toggling an item's crewed status. * @param event {Event} diff --git a/module/actor/sheets/oldSheets/base.js b/module/actor/sheets/oldSheets/base.js index acab8b2a..62e9220c 100644 --- a/module/actor/sheets/oldSheets/base.js +++ b/module/actor/sheets/oldSheets/base.js @@ -1,4 +1,7 @@ +import Actor5e from "../../entity.js"; import Item5e from "../../../item/entity.js"; +import ProficiencySelector from "../../../apps/proficiency-selector.js"; +import PropertyAttribution from "../../../apps/property-attribution.js"; import TraitSelector from "../../../apps/trait-selector.js"; import ActorSheetFlags from "../../../apps/actor-flags.js"; import ActorHitDiceConfig from "../../../apps/hit-dice-config.js"; @@ -6,7 +9,7 @@ import ActorMovementConfig from "../../../apps/movement-config.js"; import ActorSensesConfig from "../../../apps/senses-config.js"; import ActorTypeConfig from "../../../apps/actor-type.js"; import {SW5E} from "../../../config.js"; -import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js"; +import ActiveEffect5e from "../../../active-effect.js"; /** * Extend the basic ActorSheet class to suppose SW5e-specific logic and functionality. @@ -82,6 +85,7 @@ export default class ActorSheet5e extends ActorSheet { // The Actor's data const actorData = this.actor.data.toObject(false); + const source = this.actor.data._source.data; data.actor = actorData; data.data = actorData.data; @@ -102,6 +106,7 @@ export default class ActorSheet5e extends ActorSheet { abl.icon = this._getProficiencyIcon(abl.proficient); abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient]; abl.label = CONFIG.SW5E.abilities[a]; + abl.baseProf = source.abilities[a].proficient; } // Skills @@ -111,6 +116,7 @@ export default class ActorSheet5e extends ActorSheet { skl.icon = this._getProficiencyIcon(skl.value); skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value]; skl.label = CONFIG.SW5E.skills[s]; + skl.baseValue = source.skills[s].value; } } @@ -127,7 +133,15 @@ export default class ActorSheet5e extends ActorSheet { this._prepareItems(data); // Prepare active effects - data.effects = prepareActiveEffectCategories(this.actor.effects); + data.effects = ActiveEffect5e.prepareActiveEffectCategories(this.actor.effects); + + // Prepare warnings + data.warnings = this.actor._preparationWarnings; + + // Prepare property attributions + this.attribution = { + "attributes.ac": this._prepareArmorClassAttribution(actorData.data) + }; // Return data to the sheet return data; @@ -197,6 +211,105 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ + /** + * Produce a list of armor class attribution objects. + * @param {object} data Actor data to determine the attributions from. + * @return {AttributionDescription[]} List of attribution descriptions. + */ + _prepareArmorClassAttribution(data) { + const ac = data.attributes.ac; + const cfg = CONFIG.SW5E.armorClasses[ac.calc]; + const attribution = []; + + // Base AC Attribution + switch (ac.calc) { + // Flat AC + case "flat": + return [ + { + label: game.i18n.localize("SW5E.ArmorClassFlat"), + mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE, + value: ac.flat + } + ]; + + // Natural armor + case "natural": + attribution.push({ + label: game.i18n.localize("SW5E.ArmorClassNatural"), + mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE, + value: ac.flat + }); + break; + + // Equipment-based AC + case "default": + const hasArmor = !!this.actor.armor; + attribution.push({ + label: hasArmor ? this.actor.armor.name : game.i18n.localize("SW5E.ArmorClassUnarmored"), + mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE, + value: hasArmor ? this.actor.armor.data.data.armor.value : 10 + }); + if (ac.dex !== 0) { + attribution.push({ + label: game.i18n.localize("SW5E.AbilityDex"), + mode: CONST.ACTIVE_EFFECT_MODES.ADD, + value: ac.dex + }); + } + break; + + // Other AC formula + default: + const formula = ac.calc === "custom" ? ac.formula : cfg.formula; + let base = ac.base; + const dataRgx = new RegExp(/@([a-z.0-9_\-]+)/gi); + for (const [match, term] of formula.matchAll(dataRgx)) { + const value = foundry.utils.getProperty(data, term); + if (term === "attributes.ac.base" || value === 0) continue; + if (Number.isNumeric(value)) base -= Number(value); + attribution.push({ + label: match, + mode: CONST.ACTIVE_EFFECT_MODES.ADD, + value: foundry.utils.getProperty(data, term) + }); + } + attribution.unshift({ + label: game.i18n.localize("SW5E.PropertyBase"), + mode: CONST.ACTIVE_EFFECT_MODES.OVERRIDE, + value: base + }); + break; + } + + // Shield + if (ac.shield !== 0) + attribution.push({ + label: this.actor.shield?.name ?? game.i18n.localize("SW5E.EquipmentShield"), + mode: CONST.ACTIVE_EFFECT_MODES.ADD, + value: ac.shield + }); + + // Bonus + if (ac.bonus !== 0) + attribution.push({ + label: game.i18n.localize("SW5E.Bonus"), + mode: CONST.ACTIVE_EFFECT_MODES.ADD, + value: ac.bonus + }); + + // Cover + if (ac.cover !== 0) + attribution.push({ + label: game.i18n.localize("SW5E.Cover"), + mode: CONST.ACTIVE_EFFECT_MODES.ADD, + value: ac.cover + }); + return attribution; + } + + /* -------------------------------------------- */ + /** * Prepare the data structure for traits data like languages, resistances & vulnerabilities, and proficiencies * @param {object} traits The raw traits data object from the actor data @@ -208,10 +321,7 @@ export default class ActorSheet5e extends ActorSheet { di: CONFIG.SW5E.damageResistanceTypes, dv: CONFIG.SW5E.damageResistanceTypes, ci: CONFIG.SW5E.conditionTypes, - languages: CONFIG.SW5E.languages, - armorProf: CONFIG.SW5E.armorProficiencies, - weaponProf: CONFIG.SW5E.weaponProficiencies, - toolProf: CONFIG.SW5E.toolProficiencies + languages: CONFIG.SW5E.languages }; for (let [t, choices] of Object.entries(map)) { const trait = traits[t]; @@ -231,6 +341,14 @@ export default class ActorSheet5e extends ActorSheet { } trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive"; } + + // Populate and localize proficiencies + for (const t of ["armor", "weapon", "tool"]) { + const trait = traits[`${t}Prof`]; + if (!trait) continue; + Actor5e.prepareProficiencies(trait, t); + trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive"; + } } /* -------------------------------------------- */ @@ -418,6 +536,9 @@ export default class ActorSheet5e extends ActorSheet { // View Item Sheets html.find(".item-edit").click(this._onItemEdit.bind(this)); + // Property attributions + html.find(".attributable").mouseover(this._onPropertyAttribution.bind(this)); + // Editable Only Listeners if (this.isEditable) { // Input focus and update @@ -432,6 +553,7 @@ export default class ActorSheet5e extends ActorSheet { html.find(".skill-proficiency").on("click contextmenu", this._onCycleSkillProficiency.bind(this)); // Trait Selector + html.find(".proficiency-selector").click(this._onProficiencySelector.bind(this)); html.find(".trait-selector").click(this._onTraitSelector.bind(this)); // Configure Special Flags @@ -446,7 +568,7 @@ export default class ActorSheet5e extends ActorSheet { html.find(".slot-max-override").click(this._onPowerSlotOverride.bind(this)); // Active Effect management - html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor)); + html.find(".effect-control").click((ev) => ActiveEffect5e.onManageActiveEffect(ev, this.actor)); } // Owner Only Listeners @@ -474,7 +596,7 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ /** - * Iinitialize Item list filters by activating the set of filters which are currently applied + * Initialize Item list filters by activating the set of filters which are currently applied * @private */ _initializeFilterItemList(i, ul) { @@ -517,6 +639,9 @@ export default class ActorSheet5e extends ActorSheet { const button = event.currentTarget; let app; switch (button.dataset.action) { + case "armor": + app = new ActorArmorConfig(this.object); + break; case "hit-dice": app = new ActorHitDiceConfig(this.object); break; @@ -530,7 +655,7 @@ export default class ActorSheet5e extends ActorSheet { app = new ActorSensesConfig(this.object); break; case "type": - new ActorTypeConfig(this.object).render(true); + app = new ActorTypeConfig(this.object); break; } app?.render(true); @@ -545,22 +670,19 @@ export default class ActorSheet5e extends ActorSheet { */ _onCycleSkillProficiency(event) { event.preventDefault(); - const field = $(event.currentTarget).siblings('input[type="hidden"]'); + const field = event.currentTarget.previousElementSibling; + const skillName = field.parentElement.dataset.skill; + const source = this.actor.data._source.data.skills[skillName]; + if (!source) return; - // Get the current level and the array of levels - const level = parseFloat(field.val()); + // Cycle to the next or previous skill level const levels = [0, 1, 0.5, 2]; - let idx = levels.indexOf(level); - - // Toggle next level - forward on click, backwards on right - if (event.type === "click") { - field.val(levels[idx === levels.length - 1 ? 0 : idx + 1]); - } else if (event.type === "contextmenu") { - field.val(levels[idx === 0 ? levels.length - 1 : idx - 1]); - } + let idx = levels.indexOf(source.value); + const next = idx + (event.type === "click" ? 1 : 3); + field.value = levels[next % 4]; // Update the field value and save the form - this._onSubmit(event); + return this._onSubmit(event); } /* -------------------------------------------- */ @@ -675,7 +797,12 @@ export default class ActorSheet5e extends ActorSheet { if (itemData.type === "consumable" && itemData.flags.core?.sourceId) { const similarItem = this.actor.items.find((i) => { const sourceId = i.getFlag("core", "sourceId"); - return sourceId && sourceId === itemData.flags.core?.sourceId && i.type === "consumable"; + return ( + sourceId && + sourceId === itemData.flags.core?.sourceId && + i.type === "consumable" && + i.name === itemData.name + ); }); if (similarItem) { return similarItem.update({ @@ -832,6 +959,22 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ + /** + * Handle displaying the property attribution tooltip when a property is hovered over. + * @param {Event} event The originating mouse event. + * @private + */ + async _onPropertyAttribution(event) { + const existingTooltip = event.currentTarget.querySelector("div.tooltip"); + const property = event.currentTarget.dataset.property; + if (existingTooltip || !property || !this.attribution) return; + + let html = await new PropertyAttribution(this.object, this.attribution, property).renderTooltip(); + event.currentTarget.insertAdjacentElement("beforeend", html[0]); + } + + /* -------------------------------------------- */ + /** * Handle rolling an Ability check, either a test or a saving throw * @param {Event} event The originating click event @@ -888,6 +1031,22 @@ export default class ActorSheet5e extends ActorSheet { /* -------------------------------------------- */ + /** + * Handle spawning the ProficiencySelector application to configure armor, weapon, and tool proficiencies. + * @param {Event} event The click event which originated the selection + * @private + */ + _onProficiencySelector(event) { + event.preventDefault(); + const a = event.currentTarget; + const label = a.parentElement.querySelector("label"); + const options = {name: a.dataset.target, title: label.innerText, type: a.dataset.type}; + if (options.type === "tool") options.sortCategories = true; + return new ProficiencySelector(this.actor, options).render(true); + } + + /* -------------------------------------------- */ + /** * Handle spawning the TraitSelector application which allows a checkbox of multiple trait options * @param {Event} event The click event which originated the selection diff --git a/module/actor/sheets/oldSheets/character.js b/module/actor/sheets/oldSheets/character.js index 038a28b4..73795b6a 100644 --- a/module/actor/sheets/oldSheets/character.js +++ b/module/actor/sheets/oldSheets/character.js @@ -51,6 +51,11 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { }) .join(", "); + // Weight unit + sheetData["weightUnit"] = game.settings.get("sw5e", "metricWeightUnits") + ? game.i18n.localize("SW5E.AbbreviationKgs") + : game.i18n.localize("SW5E.AbbreviationLbs"); + // Return data for rendering return sheetData; } diff --git a/module/actor/sheets/oldSheets/npc.js b/module/actor/sheets/oldSheets/npc.js index ce848b0b..bf20617c 100644 --- a/module/actor/sheets/oldSheets/npc.js +++ b/module/actor/sheets/oldSheets/npc.js @@ -96,9 +96,28 @@ export default class ActorSheet5eNPC extends ActorSheet5e { // Creature Type data.labels["type"] = this.actor.labels.creatureType; + + // Armor Type + data.labels["armorType"] = this.getArmorLabel(); + return data; } + /* -------------------------------------------- */ + + /** + * Format NPC armor information into a localized string. + * @return {string} Formatted armor label. + */ + getArmorLabel() { + const ac = this.actor.data.data.attributes.ac; + const label = []; + if (ac.calc === "default") label.push(this.actor.armor?.name || game.i18n.localize("SW5E.ArmorClassUnarmored")); + else label.push(game.i18n.localize(CONFIG.SW5E.armorClasses[ac.calc].label)); + if (this.actor.shield) label.push(this.actor.shield.name); + return label.filterJoin(", "); + } + /* -------------------------------------------- */ /* Object Updates */ /* -------------------------------------------- */ diff --git a/module/actor/sheets/oldSheets/vehicle.js b/module/actor/sheets/oldSheets/vehicle.js index a5c6e2ea..66d5bcd9 100644 --- a/module/actor/sheets/oldSheets/vehicle.js +++ b/module/actor/sheets/oldSheets/vehicle.js @@ -13,7 +13,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { static get defaultOptions() { return mergeObject(super.defaultOptions, { classes: ["sw5e", "sheet", "actor", "vehicle"], - width: 605, + width: 720, height: 680 }); } @@ -47,10 +47,17 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { _computeEncumbrance(totalWeight, actorData) { // Compute currency weight const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0); - totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight; + + const currencyPerWeight = game.settings.get("sw5e", "metricWeightUnits") + ? CONFIG.SW5E.encumbrance.currencyPerWeight.metric + : CONFIG.SW5E.encumbrance.currencyPerWeight.imperial; + + totalWeight += totalCoins / currencyPerWeight; // Vehicle weights are an order of magnitude greater. - totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier; + totalWeight /= game.settings.get("sw5e", "metricWeightUnits") + ? CONFIG.SW5E.encumbrance.vehicleWeightMultiplier.metric + : CONFIG.SW5E.encumbrance.vehicleWeightMultiplier.imperial; // Compute overall encumbrance const max = actorData.data.attributes.capacity.cargo; @@ -80,12 +87,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { // Handle crew actions if (item.type === "feat" && item.data.activation.type === "crew") { - item.crew = item.data.activation.cost; item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`); if (item.data.cover === 0.5) item.cover = "½"; else if (item.data.cover === 0.75) item.cover = "¾"; else if (item.data.cover === null) item.cover = "—"; - if (item.crew < 1 || item.crew === null) item.crew = "—"; } // Prepare vehicle weapons @@ -114,7 +119,8 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { { label: game.i18n.localize("SW5E.Quantity"), css: "item-qty", - property: "data.quantity" + property: "data.quantity", + editable: "Number" }, { label: game.i18n.localize("SW5E.AC"), @@ -138,14 +144,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [], + hasActions: true, crewable: true, dataset: {"type": "feat", "activation.type": "crew"}, columns: [ - { - label: game.i18n.localize("SW5E.VehicleCrew"), - css: "item-crew", - property: "crew" - }, { label: game.i18n.localize("SW5E.Cover"), css: "item-cover", @@ -179,6 +181,13 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { } }; + data.items.forEach((item) => { + item.hasUses = item.data.uses && item.data.uses.max > 0; + item.isOnCooldown = + item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false; + item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0; + }); + const cargo = { crew: { label: game.i18n.localize("SW5E.VehicleCrew"), @@ -284,6 +293,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { .click((evt) => evt.target.select()) .change(this._onCargoRowChange.bind(this)); + html.find(".item-qty:not(.cargo) input") + .click((evt) => evt.target.select()) + .change(this._onQtyChange.bind(this)); + if (this.actor.data.data.attributes.actions.stations) { html.find(".counter.actions, .counter.action-thresholds").hide(); } @@ -416,6 +429,24 @@ export default class ActorSheet5eVehicle extends ActorSheet5e { /* -------------------------------------------- */ + /** + * Special handling for editing quantity value of equipment and weapons inside the features tab. + * @param event {Event} + * @returns {Promise} + * @private + */ + + _onQtyChange(event) { + event.preventDefault(); + const itemID = event.currentTarget.closest(".item").dataset.itemId; + const item = this.actor.items.get(itemID); + const qty = parseInt(event.currentTarget.value); + event.currentTarget.value = qty; + return item.update({"data.quantity": qty}); + } + + /* -------------------------------------------- */ + /** * Handle toggling an item's crewed status. * @param event {Event} diff --git a/module/apps/actor-armor.js b/module/apps/actor-armor.js new file mode 100644 index 00000000..45018027 --- /dev/null +++ b/module/apps/actor-armor.js @@ -0,0 +1,94 @@ +/** + * Interface for managing a character's armor calculation. + * @extends {DocumentSheet} + */ +export default class ActorArmorConfig extends DocumentSheet { + /** @inheritdoc */ + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + id: "actor-armor-config", + classes: ["sw5e", "actor-armor-config"], + template: "systems/sw5e/templates/apps/actor-armor.html", + width: 320, + height: "auto" + }); + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + get title() { + return `${game.i18n.localize("SW5E.ArmorConfig")}: ${this.document.name}`; + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + async getData() { + // Get actor AC data + const actorData = foundry.utils.deepClone(this.object.data.data); + const ac = foundry.utils.getProperty(actorData, "attributes.ac"); + + // Get configuration data for the calculation mode + let cfg = CONFIG.SW5E.armorClasses[ac.calc]; + if (!cfg) { + ac.calc = "flat"; + cfg = CONFIG.SW5E.armorClasses.flat; + } + + // Return context data + return { + ac: ac, + calculations: CONFIG.SW5E.armorClasses, + value: this.object._computeArmorClass(actorData).value, + valueDisabled: !["flat", "natural"].includes(ac.calc), + formula: ac.calc === "custom" ? ac.formula : cfg.formula, + formulaDisabled: ac.calc !== "custom" + }; + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + async _updateObject(event, formData) { + const ac = foundry.utils.expandObject(formData).ac; + return this.object.update({"data.attributes.ac": ac}); + } + + /* -------------------------------------------- */ + /* Event Listeners and Handlers */ + /* -------------------------------------------- */ + + /** @inheritdoc */ + async _onChangeInput(event) { + await super._onChangeInput(event); + + // Reference actor data + let actorData = this.object.toObject(false); + let ac = actorData.data.attributes.ac; + + // Reference form data + const calc = this.form["ac.calc"].value; + const cfg = CONFIG.SW5E.armorClasses[calc]; + const enableFlat = ["flat", "natural"].includes(calc); + + // Handle changes to the calculation mode specifically + let formula = this.form["ac.formula"].value; + let flat = this.form["ac.flat"].value; + if (event.currentTarget.name === "ac.calc") { + formula = calc === "custom" ? ac.formula : cfg.formula; + if (enableFlat) flat = ac.flat; + } + + // Recompute effective AC + actorData = foundry.utils.mergeObject(actorData, {"data.attributes.ac": {calc, formula}}); + if (enableFlat) actorData.data.attributes.ac.flat = flat; + ac = this.object._computeArmorClass(actorData.data); + + // Update fields + this.form["ac.formula"].value = ac.formula; + this.form["ac.formula"].disabled = calc !== "custom"; + this.form["ac.flat"].value = enableFlat ? ac.flat : ac.value; + this.form["ac.flat"].disabled = !enableFlat; + } +} diff --git a/module/apps/actor-flags.js b/module/apps/actor-flags.js index 8f5255a5..6f135d32 100644 --- a/module/apps/actor-flags.js +++ b/module/apps/actor-flags.js @@ -99,7 +99,7 @@ export default class ActorSheetFlags extends DocumentSheet { {name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"} ]; for (let b of bonuses) { - b.value = getProperty(this.object._data, b.name) || ""; + b.value = getProperty(this.object.data._source, b.name) || ""; } return bonuses; } @@ -119,7 +119,7 @@ export default class ActorSheetFlags extends DocumentSheet { for (let [k, v] of Object.entries(flags)) { if ([undefined, null, "", false, 0].includes(v)) { delete flags[k]; - if (hasProperty(actor._data.flags, `sw5e.${k}`)) { + if (hasProperty(actor.data._source.flags, `sw5e.${k}`)) { unset = true; flags[`-=${k}`] = null; } diff --git a/module/apps/proficiency-selector.js b/module/apps/proficiency-selector.js new file mode 100644 index 00000000..322326a6 --- /dev/null +++ b/module/apps/proficiency-selector.js @@ -0,0 +1,120 @@ +import TraitSelector from "./trait-selector.js"; + +/** + * An application for selecting proficiencies with categories that can contain children. + * + * @extends {TraitSelector} + */ +export default class ProficiencySelector extends TraitSelector { + /** @inheritdoc */ + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + title: "Actor Proficiency Selection", + type: "", + sortCategories: false + }); + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + async getData() { + const attr = foundry.utils.getProperty(this.object.data, this.attribute); + const value = this.options.valueKey ? foundry.utils.getProperty(attr, this.options.valueKey) ?? [] : attr; + + this.options.choices = CONFIG.SW5E[`${this.options.type}Proficiencies`]; + const data = super.getData(); + + const pack = game.packs.get(CONFIG.SW5E.sourcePacks.ITEMS); + const ids = CONFIG.SW5E[`${this.options.type}Ids`]; + const map = CONFIG.SW5E[`${this.options.type}ProficienciesMap`]; + if (ids !== undefined) { + const typeProperty = this.options.type !== "armor" ? `${this.options.type}Type` : `armor.type`; + for (const [key, id] of Object.entries(ids)) { + const item = await pack.getDocument(id); + let type = foundry.utils.getProperty(item.data.data, typeProperty); + if (map && map[type]) type = map[type]; + const entry = { + label: item.name, + chosen: attr ? value.includes(key) : false + }; + if (data.choices[type] === undefined) { + data.choices[key] = entry; + } else { + if (data.choices[type].children === undefined) { + data.choices[type].children = {}; + } + data.choices[type].children[key] = entry; + } + } + } + + if (this.options.type === "tool") { + data.choices["vehicle"].children = Object.entries(CONFIG.SW5E.vehicleTypes).reduce((obj, [key, label]) => { + obj[key] = { + label: label, + chosen: attr ? value.includes(key) : false + }; + return obj; + }, {}); + } + + if (this.options.sortCategories) data.choices = this._sortObject(data.choices); + for (const category of Object.values(data.choices)) { + if (!category.children) continue; + category.children = this._sortObject(category.children); + } + + return data; + } + + /* -------------------------------------------- */ + + /** + * Take the provided object and sort by the "label" property. + * + * @param {object} object Object to be sorted. + * @return {object} Sorted object. + * @private + */ + _sortObject(object) { + return Object.fromEntries(Object.entries(object).sort((lhs, rhs) => lhs[1].label.localeCompare(rhs[1].label))); + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + activateListeners(html) { + super.activateListeners(html); + + for (const checkbox of html[0].querySelectorAll("input[type='checkbox']")) { + if (checkbox.checked) this._onToggleCategory(checkbox); + } + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + async _onChangeInput(event) { + super._onChangeInput(event); + + if (event.target.tagName === "INPUT") this._onToggleCategory(event.target); + } + + /* -------------------------------------------- */ + + /** + * Enable/disable all children when a category is checked. + * + * @param {HTMLElement} checkbox Checkbox that was changed. + * @private + */ + _onToggleCategory(checkbox) { + const children = checkbox.closest("li")?.querySelector("ol"); + if (!children) return; + + for (const child of children.querySelectorAll("input[type='checkbox']")) { + child.checked = child.disabled = checkbox.checked; + } + } +} diff --git a/module/apps/property-attribution.js b/module/apps/property-attribution.js new file mode 100644 index 00000000..52278d9e --- /dev/null +++ b/module/apps/property-attribution.js @@ -0,0 +1,92 @@ +/** + * Description for a single part of a property attribution. + * + * @typedef {object} AttributionDescription + * @property {string} label Descriptive label that will be displayed. If the label is in the form + * of an @ property, the system will try to turn it into a human-readable label. + * @property {number} mode Application mode for this step as defined in + * [CONST.ACTIVE_EFFECT_MODES](https://foundryvtt.com/api/module-constants.html#.ACTIVE_EFFECT_MODES). + * @property {number} value Value of this step. + */ + +/** + * Interface for viewing what factors went into determining a specific property. + * + * @extends {DocumentSheet} + */ +export default class PropertyAttribution extends Application { + /** + * @param {Document} object - Object containing the property to be attributed. + * @param {object.} attribution - Object containing all of the attribution data. + * @param {string} property - Dot separated path to the property. + */ + constructor(object, attribution, property, options = {}) { + super(options); + this.object = object; + this.attribution = attribution; + this.property = property; + } + + /* -------------------------------------------- */ + + /** @inheritdoc */ + static get defaultOptions() { + return foundry.utils.mergeObject(super.defaultOptions, { + id: "property-attribution", + classes: ["sw5e", "property-attribution"], + template: "systems/sw5e/templates/apps/property-attribution.html", + width: 320, + height: "auto" + }); + } + + /* -------------------------------------------- */ + + /** + * Render this view as a tooltip rather than a whole window. + * @return {jQuery} HTML of the rendered tooltip. + */ + async renderTooltip() { + const data = this.getData(this.options); + let html = await this._renderInner(data); + html[0].classList.add("tooltip"); + return html; + } + + /* -------------------------------------------- */ + + getData() { + const property = foundry.utils.getProperty(this.object.data.data, this.property); + let total; + if (Number.isNumeric(property)) { + total = property; + } else if (typeof property === "object" && Number.isNumeric(property.value)) { + total = property.value; + } + + const sources = foundry.utils.duplicate(this.attribution[this.property]); + return { + sources: sources.map((entry) => { + if (entry.label.startsWith("@")) { + entry.label = this.getPropertyLabel(entry.label.slice(1)); + } + if (entry.mode === CONST.ACTIVE_EFFECT_MODES.ADD && entry.value < 0) { + entry.negative = true; + entry.value = entry.value * -1; + } + return entry; + }), + total: total + }; + } + + /* -------------------------------------------- */ + + getPropertyLabel(property) { + const parts = property.split("."); + if (parts[0] === "abilities" && parts[1]) { + return CONFIG.SW5E.abilities[parts[1]]; + } + return property; + } +} diff --git a/module/apps/trait-selector.js b/module/apps/trait-selector.js index 6c454cf5..260b8a53 100644 --- a/module/apps/trait-selector.js +++ b/module/apps/trait-selector.js @@ -23,6 +23,13 @@ export default class TraitSelector extends DocumentSheet { /* -------------------------------------------- */ + /** @inheritdoc */ + get title() { + return this.options.title || super.title; + } + + /* -------------------------------------------- */ + /** * Return a reference to the target attribute * @type {string} @@ -37,8 +44,8 @@ export default class TraitSelector extends DocumentSheet { getData() { const attr = foundry.utils.getProperty(this.object.data, this.attribute); const o = this.options; - const value = o.valueKey ? attr[o.valueKey] ?? [] : attr; - const custom = o.customKey ? attr[o.customKey] ?? "" : ""; + const value = o.valueKey ? foundry.utils.getProperty(attr, o.valueKey) ?? [] : attr; + const custom = o.customKey ? foundry.utils.getProperty(attr, o.customKey) ?? "" : ""; // Populate choices const choices = Object.entries(o.choices).reduce((obj, e) => { diff --git a/module/config.js b/module/config.js index 1770bcea..32137a35 100644 --- a/module/config.js +++ b/module/config.js @@ -166,11 +166,14 @@ SW5E.weaponIds = { "whip": "QKTyxoO0YDnAsbYe" }; - */ - /* -------------------------------------------- */ -SW5E.toolProficiencies = { +/** + * The categories into which Tool items can be grouped. + * + * @enum {string} + */ +SW5E.toolTypes = { armor: "SW5E.ToolArmormech", arms: "SW5E.ToolArmstech", arti: "SW5E.ToolArtificer", @@ -199,7 +202,16 @@ SW5E.toolProficiencies = { secur: "SW5E.ToolSecurityKit", slic: "SW5E.ToolSlicerKit", spice: "SW5E.ToolSpiceKit", - music: "SW5E.ToolMusicalInstrument", + music: "SW5E.ToolMusicalInstrument" +}; + +/** + * The categories of tool proficiencies that a character can gain. + * + * @enum {string} + */ +SW5E.toolProficiencies = { + ...SW5E.toolTypes, vehicle: "SW5E.ToolVehicle" }; @@ -211,41 +223,7 @@ SW5E.toolProficiencies = { * * @enum {string} SW5E.toolIds = { - "alchemist": "SztwZhbhZeCqyAes", - "bagpipes": "yxHi57T5mmVt0oDr", - "brewer": "Y9S75go1hLMXUD48", - "calligrapher": "jhjo20QoiD5exf09", - "card": "YwlHI3BVJapz4a3E", - "carpenter": "8NS6MSOdXtUqD7Ib", - "cartographer": "fC0lFK8P4RuhpfaU", - "cobbler": "hM84pZnpCqKfi8XH", - "cook": "Gflnp29aEv5Lc1ZM", - "dice": "iBuTM09KD9IoM5L8", - "disg": "IBhDAr7WkhWPYLVn", - "drum": "69Dpr25pf4BjkHKb", - "dulcimer": "NtdDkjmpdIMiX7I2", - "flute": "eJOrPcAz9EcquyRQ", - "forg": "cG3m4YlHfbQlLEOx", - "glassblower": "rTbVrNcwApnuTz5E", - "herb": "i89okN7GFTWHsvPy", - "horn": "aa9KuBy4dst7WIW9", - "jeweler": "YfBwELTgPFHmQdHh", - "leatherworker": "PUMfwyVUbtyxgYbD", - "lute": "qBydtUUIkv520DT7", - "lyre": "EwG1EtmbgR3bM68U", - "mason": "skUih6tBvcBbORzA", - "navg": "YHCmjsiXxZ9UdUhU", - "painter": "ccm5xlWhx74d6lsK", - "panflute": "G5m5gYIx9VAUWC3J", - "pois": "il2GNi8C0DvGLL9P", - "potter": "hJS8yEVkqgJjwfWa", - "shawm": "G3cqbejJpfB91VhP", - "smith": "KndVe2insuctjIaj", - "thief": "woWZ1sO5IUVGzo58", - "tinker": "0d08g1i5WXnNrCNA", - "viol": "baoe3U5BfMMMxhCU", - "weaver": "ap9prThUB2y9lDyj", - "woodcarver": "xKErqkLo4ASYr5EP", + }; */ @@ -372,6 +350,21 @@ SW5E.itemCapacityTypes = { /* -------------------------------------------- */ +/** + * List of various item rarities. + * @enum {String} + */ +SW5E.itemRarity = { + common: "SW5E.ItemRarityCommon", + uncommon: "SW5E.ItemRarityUncommon", + rare: "SW5E.ItemRarityRare", + veryRare: "SW5E.ItemRarityVeryRare", + legendary: "SW5E.ItemRarityLegendary", + artifact: "SW5E.ItemRarityArtifact" +}; + +/* -------------------------------------------- */ + /** * Enumerate the lengths of time over which an item can have limited use ability * @type {Object} @@ -387,25 +380,47 @@ SW5E.limitedUsePeriods = { /* -------------------------------------------- */ +/** + * Specific equipment types that modify base AC + * @type {object} + */ +SW5E.armorTypes = { + light: "SW5E.EquipmentLight", + medium: "SW5E.EquipmentMedium", + heavy: "SW5E.EquipmentHeavy", + natural: "SW5E.EquipmentNatural", + shield: "SW5E.EquipmentShield" +}; + +/* -------------------------------------------- */ + /** * The set of equipment types for armor, clothing, and other objects which can be worn by the character * @type {Object} */ SW5E.equipmentTypes = { - light: "SW5E.EquipmentLight", - medium: "SW5E.EquipmentMedium", - heavy: "SW5E.EquipmentHeavy", hyper: "SW5E.EquipmentHyperdrive", bonus: "SW5E.EquipmentBonus", - natural: "SW5E.EquipmentNatural", powerc: "SW5E.EquipmentPowerCoupling", reactor: "SW5E.EquipmentReactor", - shield: "SW5E.EquipmentShield", clothing: "SW5E.EquipmentClothing", trinket: "SW5E.EquipmentTrinket", ssarmor: "SW5E.EquipmentStarshipArmor", ssshield: "SW5E.EquipmentStarshipShield", - vehicle: "SW5E.EquipmentVehicle" + vehicle: "SW5E.EquipmentVehicle", + ...SW5E.armorTypes +}; + +/* -------------------------------------------- */ + +/** + * The various types of vehicles in which characters can be proficient. + * @enum {string} + */ +SW5E.vehicleTypes = { + air: "SW5E.VehicleTypeAir", + land: "SW5E.VehicleTypeLand", + water: "SW5E.VehicleTypeWater" }; /* -------------------------------------------- */ @@ -435,6 +450,61 @@ SW5E.armorProficienciesMap = { shield: "shl" }; +// TODO: Same as weapon IDs +/** + * The basic armor types in 5e. This enables specific armor proficiencies, + * automated AC calculation in NPCs, and starting equipment. + * + * @enum {string} + */ +SW5E.armorIds = {}; + +// TODO: Same as weapon IDs +/** + * The basic shield in 5e. + * + * @enum {string} + */ +SW5E.shieldIds = {}; + +/** + * Common armor class calculations. + * @enum {object} + */ +SW5E.armorClasses = { + flat: { + label: "SW5E.ArmorClassFlat", + formula: "@attributes.ac.flat" + }, + natural: { + label: "SW5E.ArmorClassNatural", + formula: "@attributes.ac.flat" + }, + default: { + label: "SW5E.ArmorClassEquipment", + formula: "@attributes.ac.base + @abilities.dex.mod" + }, + mage: { + label: "SW5E.ArmorClassMage", + formula: "13 + @abilities.dex.mod" + }, + draconic: { + label: "SW5E.ArmorClassDraconic", + formula: "13 + @abilities.dex.mod" + }, + unarmoredMonk: { + label: "SW5E.ArmorClassUnarmoredMonk", + formula: "10 + @abilities.dex.mod + @abilities.wis.mod" + }, + unarmoredBarb: { + label: "SW5E.ArmorClassUnarmoredBarbarian", + formula: "10 + @abilities.dex.mod + @abilities.con.mod" + }, + custom: { + label: "SW5E.ArmorClassCustom" + } +}; + /* -------------------------------------------- */ /** @@ -545,7 +615,9 @@ SW5E.movementTypes = { */ SW5E.movementUnits = { ft: "SW5E.DistFt", - mi: "SW5E.DistMi" + mi: "SW5E.DistMi", + m: "SW5E.DistM", + km: "SW5E.DistKm" }; /** @@ -571,9 +643,18 @@ for (let [k, v] of Object.entries(SW5E.movementUnits)) { * @type {Object} */ SW5E.encumbrance = { - currencyPerWeight: 50, - strMultiplier: 15, - vehicleWeightMultiplier: 2000 // 2000 lbs in a ton + currencyPerWeight: { + imperial: 50, + metric: 110 + }, + strMultiplier: { + imperial: 15, + metric: 6.8 + }, + vehicleWeightMultiplier: { + imperial: 2000, // 2000 lbs in an imperial ton + metric: 1000 // 1000 kg in a metric ton + } }; /* -------------------------------------------- */ diff --git a/module/item/entity.js b/module/item/entity.js index 088362b0..b60dd2d2 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -751,7 +751,7 @@ export default class Item5e extends Item { } // Verify that a consumed resource is available - if (!resource) { + if (resource === undefined) { ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoSource", {name: this.name, type: typeLabel})); return false; } @@ -796,7 +796,7 @@ export default class Item5e extends Item { // Render the chat card template const token = this.actor.token; const templateData = { - actor: this.actor, + actor: this.actor.data, tokenId: token?.uuid || null, item: this.data, data: this.getChatData(), @@ -1025,24 +1025,22 @@ export default class Item5e extends Item { } // Compose roll options - const rollConfig = mergeObject( - { - parts: parts, - actor: this.actor, - data: rollData, - title: title, - flavor: title, - speaker: ChatMessage.getSpeaker({actor: this.actor}), - dialogOptions: { - width: 400, - top: options.event ? options.event.clientY - 80 : null, - left: window.innerWidth - 710 - }, - messageData: {"flags.sw5e.roll": {type: "attack", itemId: this.id}} + let rollConfig = { + parts: parts, + actor: this.actor, + data: rollData, + title: title, + flavor: title, + dialogOptions: { + width: 400, + top: options.event ? options.event.clientY - 80 : null, + left: window.innerWidth - 710 }, - options - ); - rollConfig.event = options.event; + messageData: { + "flags.sw5e.roll": {type: "attack", itemId: this.id}, + "speaker": ChatMessage.getSpeaker({actor: this.actor}) + } + }; // Expanded critical hit thresholds if (this.data.type === "weapon" && flags.weaponCriticalThreshold) { @@ -1059,6 +1057,9 @@ export default class Item5e extends Item { // Apply Halfling Lucky if (flags.halflingLucky) rollConfig.halflingLucky = true; + // Compose calculated roll options with passed-in roll options + rollConfig = mergeObject(rollConfig, options); + // Invoke the d20 roll helper const roll = await d20Roll(rollConfig); if (!roll) return null; @@ -1121,8 +1122,10 @@ export default class Item5e extends Item { // Scale damage from up-casting powers if (this.data.type === "power") { if (itemData.scaling.mode === "atwill") { - const level = - this.actor.data.type === "character" ? actorData.details.level : actorData.details.powerLevel; + let level; + if (this.actor.type === "character") level = actorData.details.level; + else if (itemData.preparation.mode === "innate") level = Math.ceil(actorData.details.cr); + else level = actorData.details.powerLevel; this._scaleAtWillDamage(parts, itemData.scaling.formula, level, rollData); } else if (powerLevel && itemData.scaling.mode === "level" && itemData.scaling.formula) { const scaling = itemData.scaling.formula; @@ -1651,7 +1654,7 @@ export default class Item5e extends Item { */ static async createScrollFromPower(power) { // Get power data - const itemData = power instanceof Item5e ? power.data : power; + const itemData = power instanceof Item5e ? power.toObject() : power; const {actionType, description, source, activation, duration, target, range, damage, save, level} = itemData.data; @@ -1672,7 +1675,7 @@ export default class Item5e extends Item { const desc = `${scrollIntro}

${itemData.name} (Level ${level})


${description.value}

Scroll Details


${scrollDetails}`; // Create the power scroll data - const powerScrollData = mergeObject(scrollData, { + const powerScrollData = foundry.utils.mergeObject(scrollData, { name: `${game.i18n.localize("SW5E.PowerScroll")}: ${itemData.name}`, img: itemData.img, data: { diff --git a/module/item/sheet.js b/module/item/sheet.js index 0bb7f64b..c0143847 100644 --- a/module/item/sheet.js +++ b/module/item/sheet.js @@ -1,5 +1,5 @@ import TraitSelector from "../apps/trait-selector.js"; -import {onManageActiveEffect, prepareActiveEffectCategories} from "../effects.js"; +import ActiveEffect5e from "../active-effect.js"; /** * Override and extend the core ItemSheet implementation to handle specific item types @@ -71,7 +71,7 @@ export default class ItemSheet5e extends ItemSheet { data.isMountable = this._isItemMountable(itemData); // Prepare Active Effects - data.effects = prepareActiveEffectCategories(this.item.effects); + data.effects = ActiveEffect5e.prepareActiveEffectCategories(this.item.effects); // Re-define the template data references (backwards compatible) data.item = itemData; @@ -347,12 +347,15 @@ export default class ItemSheet5e extends ItemSheet { options.choices = CONFIG.SW5E.abilities; options.valueKey = null; break; + case "skills.choices": + options.choices = CONFIG.SW5E.skills; + options.valueKey = null; + break; case "skills": const skills = this.item.data.data.skills; - const choiceSet = - skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills); + const choiceSet = skills.choices?.length ? skills.choices : Object.keys(CONFIG.SW5E.skills); options.choices = Object.fromEntries( - Object.entries(CONFIG.SW5E.skills).filter((skill) => choiceSet.includes(skill[0])) + Object.entries(CONFIG.SW5E.skills).filter(([skill]) => choiceSet.includes(skill)) ); options.maximum = skills.number; break; diff --git a/module/migration.js b/module/migration.js index ab6eb420..15b9ce13 100644 --- a/module/migration.js +++ b/module/migration.js @@ -12,7 +12,7 @@ export const migrateWorld = async function () { for await (let a of game.actors.contents) { try { console.log(`Checking Actor entity ${a.name} for migration needs`); - const updateData = await migrateActorData(a.data); + const updateData = await migrateActorData(a.toObject()); if (!foundry.utils.isObjectEmpty(updateData)) { console.log(`Migrating Actor entity ${a.name}`); await a.update(updateData, {enforceTypes: false}); @@ -91,7 +91,7 @@ export const migrateCompendium = async function (pack) { try { switch (entity) { case "Actor": - updateData = await migrateActorData(doc.data); + updateData = await migrateActorData(doc.toObject()); break; case "Item": updateData = migrateItemData(doc.toObject()); @@ -117,6 +117,49 @@ export const migrateCompendium = async function (pack) { console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`); }; +/** + * Apply 'smart' AC migration to a given Actor compendium. This will perform the normal AC migration but additionally + * check to see if the actor has armor already equipped, and opt to use that instead. + * @param pack + * @return {Promise} + */ +export const migrateArmorClass = async function (pack) { + if (typeof pack === "string") pack = game.packs.get(pack); + if (pack.metadata.entity !== "Actor") return; + const wasLocked = pack.locked; + await pack.configure({locked: false}); + const actors = await pack.getDocuments(); + const updates = []; + const armor = new Set(Object.keys(CONFIG.SW5E.armorTypes)); + + for (const actor of actors) { + try { + console.log(`Migrating ${actor.name}...`); + const src = actor.toObject(); + const update = {_id: actor.id}; + + // Perform the normal migration. + _migrateActorAC(src, update); + updates.push(update); + + // CASE 1: Armor is equipped + const hasArmorEquipped = actor.itemTypes.equipment.some((e) => { + return armor.has(e.data.data.armor?.type) && e.data.data.equipped; + }); + if (hasArmorEquipped) update["data.attributes.ac.calc"] = "default"; + // CASE 2: NPC Natural Armor + else if (src.type === "npc") update["data.attributes.ac.calc"] = "natural"; + } catch (e) { + console.warn(`Failed to migrate armor class for Actor ${actor.name}`, e); + } + } + + await Actor.implementation.updateDocuments(updates, {pack: pack.collection}); + await pack.getDocuments(); // Force a re-prepare of all actors. + await pack.configure({locked: wasLocked}); + console.log(`Migrated the AC of all Actors from Compendium ${pack.collection}`); +}; + /* -------------------------------------------- */ /* Entity Type Migration Helpers */ /* -------------------------------------------- */ @@ -135,6 +178,7 @@ export const migrateActorData = async function (actor) { _migrateActorMovement(actor, updateData); _migrateActorSenses(actor, updateData); _migrateActorType(actor, updateData); + _migrateActorAC(actor, updateData); } // Migrate Owned Items @@ -215,6 +259,7 @@ export const migrateItemData = function (item) { const updateData = {}; _migrateItemClassPowerCasting(item, updateData); _migrateItemAttunement(item, updateData); + _migrateItemRarity(item, updateData); return updateData; }; @@ -229,6 +274,7 @@ export const migrateActorItemData = async function (item, actor) { const updateData = {}; _migrateItemClassPowerCasting(item, updateData); _migrateItemAttunement(item, updateData); + _migrateItemRarity(item, updateData); await _migrateItemPower(item, actor, updateData); return updateData; }; @@ -597,6 +643,20 @@ function _migrateItemClassPowerCasting(item, updateData) { /* -------------------------------------------- */ +/** + * Migrate the actor attributes.ac.value to the new ac.flat override field. + * @private + */ +function _migrateActorAC(actorData, updateData) { + const ac = actorData.data?.attributes?.ac; + if (!Number.isNumeric(ac?.value)) return; + updateData["data.attributes.ac.flat"] = ac.value; + updateData["data.attributes.ac.-=value"] = null; + return updateData; +} + +/* -------------------------------------------- */ + /** * Update an Power Item's data based on compendium * @param {Object} item The data object for an item @@ -664,6 +724,26 @@ function _migrateItemAttunement(item, updateData) { /* -------------------------------------------- */ +/** + * Attempt to migrate item rarity from freeform string to enum value. + * + * @param {object} item Item data to migrate + * @param {object} updateData Existing update to expand upon + * @return {object} The updateData to apply + * @private + */ +function _migrateItemRarity(item, updateData) { + if (item.data?.rarity === undefined) return updateData; + const rarity = Object.keys(CONFIG.SW5E.itemRarity).find( + (key) => + CONFIG.SW5E.itemRarity[key].toLowerCase() === item.data.rarity.toLowerCase() || key === item.data.rarity + ); + updateData["data.rarity"] = rarity ?? ""; + return updateData; +} + +/* -------------------------------------------- */ + /** * A general tool to purge flags from all entities in a Compendium pack. * @param {Compendium} pack The compendium pack to clean diff --git a/module/settings.js b/module/settings.js index 3b765c69..f21b9521 100644 --- a/module/settings.js +++ b/module/settings.js @@ -141,4 +141,16 @@ export const registerSystemSettings = function () { dark: "SETTINGS.SWColorDark" } }); + + /** + * Option to replace imperial weight units with metric weight units. + */ + game.settings.register("sw5e", "metricWeightUnits", { + name: "SETTINGS.5eMetricN", + hint: "SETTINGS.5eMetricL", + scope: "world", + config: true, + type: Boolean, + default: false + }); }; diff --git a/module/templates.js b/module/templates.js index e810b6da..b02286b4 100644 --- a/module/templates.js +++ b/module/templates.js @@ -14,6 +14,7 @@ export const preloadHandlebarsTemplates = async function () { "systems/sw5e/templates/actors/oldActor/parts/actor-features.html", "systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html", "systems/sw5e/templates/actors/oldActor/parts/actor-notes.html", + "systems/sw5e/templates/actors/oldActor/parts/actor-warnings.html", "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html", "systems/sw5e/templates/actors/newActor/parts/swalt-core.html", @@ -25,6 +26,7 @@ export const preloadHandlebarsTemplates = async function () { "systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html", "systems/sw5e/templates/actors/newActor/parts/swalt-resources.html", "systems/sw5e/templates/actors/newActor/parts/swalt-traits.html", + "systems/sw5e/templates/actors/newActor/parts/swalt-warnings.html", // Item Sheet Partials "systems/sw5e/templates/items/parts/item-action.html", diff --git a/sw5e.js b/sw5e.js index 3a1f6439..fe2a9c71 100644 --- a/sw5e.js +++ b/sw5e.js @@ -41,6 +41,7 @@ import * as chat from "./module/chat.js"; import * as dice from "./module/dice.js"; import * as macros from "./module/macros.js"; import * as migrations from "./module/migration.js"; +import ActiveEffect5e from "./module/active-effect.js"; /* -------------------------------------------- */ /* Foundry VTT Initialization */ @@ -83,6 +84,7 @@ Hooks.once("init", function () { // Record Configuration Values CONFIG.SW5E = SW5E; + CONFIG.ActiveEffect.documentClass = ActiveEffect5e; CONFIG.Actor.documentClass = Actor5e; CONFIG.Item.documentClass = Item5e; CONFIG.Token.documentClass = TokenDocument5e; @@ -193,6 +195,7 @@ Hooks.once("setup", function () { "abilityConsumptionTypes", "actorSizes", "alignments", + "armorClasses", "armorProficiencies", "armorPropertiesTypes", "conditionTypes", @@ -205,6 +208,7 @@ Hooks.once("setup", function () { "equipmentTypes", "healingTypes", "itemActionTypes", + "itemRarity", "languages", "limitedUsePeriods", "movementTypes", @@ -227,6 +231,8 @@ Hooks.once("setup", function () { "targetTypes", "timePeriods", "toolProficiencies", + "toolTypes", + "vehicleTypes", "weaponProficiencies", "weaponProperties", "weaponSizes", @@ -237,24 +243,30 @@ Hooks.once("setup", function () { const noSort = [ "abilities", "alignments", + "armorClasses", + "armorProficiencies", "currencies", "distanceUnits", "movementUnits", "itemActionTypes", + "itemRarity", "proficiencyLevels", "limitedUsePeriods", "powerComponents", "powerLevels", "powerPreparationModes", + "weaponProficiencies", "weaponTypes" ]; // Localize and sort CONFIG objects for (let o of toLocalize) { - const localized = Object.entries(CONFIG.SW5E[o]).map((e) => { - return [e[0], game.i18n.localize(e[1])]; + const localized = Object.entries(CONFIG.SW5E[o]).map(([k, v]) => { + if (v.label) v.label = game.i18n.localize(v.label); + if (typeof v === "string") return [k, game.i18n.localize(v)]; + return [k, v]; }); - if (!noSort.includes(o)) localized.sort((a, b) => a[1].localeCompare(b[1])); + if (!noSort.includes(o)) localized.sort((a, b) => (a[1].label ?? a[1]).localeCompare(b[1].label ?? b[1])); CONFIG.SW5E[o] = localized.reduce((obj, e) => { obj[e[0]] = e[1]; return obj; @@ -278,10 +290,13 @@ Hooks.once("ready", function () { // Determine whether a system migration is required and feasible if (!game.user.isGM) return; const currentVersion = game.settings.get("sw5e", "systemMigrationVersion"); - const NEEDS_MIGRATION_VERSION = "1.3.5.R1-A6"; + const NEEDS_MIGRATION_VERSION = "1.4.1.R1-A8"; // Check for R1 SW5E versions - const SW5E_NEEDS_MIGRATION_VERSION = "R1-A6"; + const SW5E_NEEDS_MIGRATION_VERSION = "R1-A8"; const COMPATIBLE_MIGRATION_VERSION = 0.8; + const totalDocuments = game.actors.size + game.scenes.size + game.items.size; + if (!currentVersion && totalDocuments === 0) + return game.settings.set("sw5e", "systemMigrationVersion", game.system.data.version); const needsMigration = currentVersion && (isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) || diff --git a/system.json b/system.json index 3a0a82ca..fe4d0e0f 100644 --- a/system.json +++ b/system.json @@ -1,160 +1,159 @@ { - "name": "sw5e", - "title": "SW 5th Edition", - "description": "A comprehensive game system for running games of SW 5th Edition in the Foundry VTT environment.", - "version": "1.3.5.R1-A7", - "author": "Dev Team", - "scripts": [], - "esmodules": ["sw5e.js"], - "styles": ["sw5e.css", "sw5e-global.css", "sw5e-light.css", "sw5e-dark.css"], - "packs": [ - { - "name": "adventuringgear", - "label": "Adventuring Gear", - "path": "./packs/packs/adventuringgear.db", - "entity": "Item" - }, - { - "name": "archetypes", - "label": "Archetypes", - "path": "./packs/packs/archetypes.db", - "entity": "Item" - }, - { - "name": "armor", - "label": "Armor", - "path": "./packs/packs/armor.db", - "entity": "Item" - }, - { - "name": "backgrounds", - "label": "Backgrounds", - "path": "./packs/packs/backgrounds.db", - "entity": "Item" - }, - { - "name": "classes", - "label": "Classes", - "path": "./packs/packs/classes.db", - "entity": "Item" - }, - { - "name": "classfeatures", - "label": "Class Features", - "path": "./packs/packs/classfeatures.db", - "entity": "Item" - }, - { - "name": "conditions", - "label": "Conditions", - "path": "./packs/packs/conditions.db", - "entity": "JournalEntry" - }, - { - "name": "enhanceditems", - "label": "Enhanced Items", - "path": "./packs/packs/enhanceditems.db", - "entity": "Item" - }, - { - "name": "feats", - "label": "Feats", - "path": "./packs/packs/feats.db", - "entity": "Item" - }, - { - "name": "fightingstyles", - "label": "Fighting Styles", - "path": "./packs/packs/fightingstyles.db", - "entity": "Item" - }, - { - "name": "fightingmasteries", - "label": "Fighting Masteries", - "path": "./packs/packs/fightingmasteries.db", - "entity": "Item" - }, - { - "name": "forcepowers", - "label": "Force Powers", - "path": "./packs/packs/forcepowers.db", - "entity": "Item" - }, - { - "name": "gamingset", - "label": "Gaming Sets", - "path": "./packs/packs/gamingset.db", - "entity": "Item" - }, - { - "name": "lightsaberform", - "label": "Lightsaber Forms", - "path": "./packs/packs/lightsaberforms.db", - "entity": "Item" - }, - { - "name": "monsters", - "label": "Monsters", - "path": "./packs/packs/monsters.db", - "entity": "Actor" - }, - { - "name": "species", - "label": "Species", - "path": "./packs/packs/species.db", - "entity": "Item" - }, - { - "name": "speciestraits", - "label": "Species Traits", - "path": "./packs/packs/speciestraits.db", - "entity": "Item" - }, - { - "name": "tables", - "label": "Tables", - "path": "./packs/packs/tables.db", - "entity": "RollTable" - }, - { - "name": "techpowers", - "label": "Tech Powers", - "path": "./packs/packs/techpowers.db", - "entity": "Item" - }, - { - "name": "weapons", - "label": "Weapons", - "path": "./packs/packs/weapons.db", - "entity": "Item" - } - ], - "languages": [ - { - "lang": "en", - "name": "English", - "path": "lang/en.json" - }, - { - "lang": "fr", - "name": "French", - "path": "lang/fr.json" - }, - { - "lang": "it", - "name": "Italian", - "path": "lang/it.json" - } - ], - "socket": true, - "gridDistance": 5, - "gridUnits": "ft", - "primaryTokenAttribute": "attributes.hp", - "secondaryTokenAttribute": null, - "minimumCoreVersion": "0.8.2", - "compatibleCoreVersion": "0.8.8", - "url": "https://github.com/unrealkakeman89/sw5e", - "manifest": "https://raw.githubusercontent.com/unrealkakeman89/sw5e/master/system.json", - "download": "https://github.com/unrealkakeman89/sw5e/archive/master.zip" - + "name": "sw5e", + "title": "SW 5th Edition", + "description": "A comprehensive game system for running games of SW 5th Edition in the Foundry VTT environment.", + "version": "1.4.1.R1-A8", + "author": "Dev Team", + "scripts": [], + "esmodules": ["sw5e.js"], + "styles": ["sw5e.css", "sw5e-global.css", "sw5e-light.css", "sw5e-dark.css"], + "packs": [ + { + "name": "adventuringgear", + "label": "Adventuring Gear", + "path": "./packs/packs/adventuringgear.db", + "entity": "Item" + }, + { + "name": "archetypes", + "label": "Archetypes", + "path": "./packs/packs/archetypes.db", + "entity": "Item" + }, + { + "name": "armor", + "label": "Armor", + "path": "./packs/packs/armor.db", + "entity": "Item" + }, + { + "name": "backgrounds", + "label": "Backgrounds", + "path": "./packs/packs/backgrounds.db", + "entity": "Item" + }, + { + "name": "classes", + "label": "Classes", + "path": "./packs/packs/classes.db", + "entity": "Item" + }, + { + "name": "classfeatures", + "label": "Class Features", + "path": "./packs/packs/classfeatures.db", + "entity": "Item" + }, + { + "name": "conditions", + "label": "Conditions", + "path": "./packs/packs/conditions.db", + "entity": "JournalEntry" + }, + { + "name": "enhanceditems", + "label": "Enhanced Items", + "path": "./packs/packs/enhanceditems.db", + "entity": "Item" + }, + { + "name": "feats", + "label": "Feats", + "path": "./packs/packs/feats.db", + "entity": "Item" + }, + { + "name": "fightingstyles", + "label": "Fighting Styles", + "path": "./packs/packs/fightingstyles.db", + "entity": "Item" + }, + { + "name": "fightingmasteries", + "label": "Fighting Masteries", + "path": "./packs/packs/fightingmasteries.db", + "entity": "Item" + }, + { + "name": "forcepowers", + "label": "Force Powers", + "path": "./packs/packs/forcepowers.db", + "entity": "Item" + }, + { + "name": "gamingset", + "label": "Gaming Sets", + "path": "./packs/packs/gamingset.db", + "entity": "Item" + }, + { + "name": "lightsaberform", + "label": "Lightsaber Forms", + "path": "./packs/packs/lightsaberforms.db", + "entity": "Item" + }, + { + "name": "monsters", + "label": "Monsters", + "path": "./packs/packs/monsters.db", + "entity": "Actor" + }, + { + "name": "species", + "label": "Species", + "path": "./packs/packs/species.db", + "entity": "Item" + }, + { + "name": "speciestraits", + "label": "Species Traits", + "path": "./packs/packs/speciestraits.db", + "entity": "Item" + }, + { + "name": "tables", + "label": "Tables", + "path": "./packs/packs/tables.db", + "entity": "RollTable" + }, + { + "name": "techpowers", + "label": "Tech Powers", + "path": "./packs/packs/techpowers.db", + "entity": "Item" + }, + { + "name": "weapons", + "label": "Weapons", + "path": "./packs/packs/weapons.db", + "entity": "Item" + } + ], + "languages": [ + { + "lang": "en", + "name": "English", + "path": "lang/en.json" + }, + { + "lang": "fr", + "name": "French", + "path": "lang/fr.json" + }, + { + "lang": "it", + "name": "Italian", + "path": "lang/it.json" + } + ], + "socket": true, + "gridDistance": 5, + "gridUnits": "ft", + "primaryTokenAttribute": "attributes.hp", + "secondaryTokenAttribute": null, + "minimumCoreVersion": "0.8.2", + "compatibleCoreVersion": "0.8.8", + "url": "https://github.com/unrealkakeman89/sw5e", + "manifest": "https://raw.githubusercontent.com/unrealkakeman89/sw5e/master/system.json", + "download": "https://github.com/unrealkakeman89/sw5e/archive/master.zip" } diff --git a/template.json b/template.json index 1681d52e..71cc2b05 100644 --- a/template.json +++ b/template.json @@ -1,1063 +1,1051 @@ { - 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} }, - "htmlFields": ["details.biography.value", "details.biography.public"], - "character": { - "templates": ["common", "creature"], - "attributes": { - "death": { - "success": 0, - "failure": 0 + "Item": { + "types": [ + "archetype", + "background", + "backpack", + "class", + "classfeature", + "consumable", + "deployment", + "deploymentfeature", + "equipment", + "feat", + "fightingmastery", + "fightingstyle", + "lightsaberform", + "loot", + "power", + "species", + "starship", + "starshipfeature", + "starshipmod", + "tool", + "venture", + "weapon" + ], + "templates": { + "archetypeDescription": { + "description": "", + "source": "" + }, + "backgroundDescription": { + "flavorText": { + "value": "" + }, + "flavorName": { + "value": "" + }, + "flavorDescription": { + "value": "" + }, + "flavorOptions": { + "value": "" + }, + "skillProficiencies": { + "value": "" + }, + "toolProficiencies": { + "value": "" + }, + "languages": { + "value": "" + }, + "equipment": { + "value": "" + }, + "suggestedCharacteristics": { + "value": "" + }, + "featureName": { + "value": "" + }, + "featureText": { + "value": "" + }, + "featOptions": { + "value": "" + }, + "personalityTraitOptions": { + "value": "" + }, + "idealOptions": { + "value": "" + }, + "flawOptions": { + "value": "" + }, + "bondOptions": { + "value": "" + }, + "source": { + "value": "" + } + }, + "itemDescription": { + "description": { + "value": "", + "chat": "", + "unidentified": "" + }, + "requirements": "", + "source": "" + }, + "classDescription": { + "description": { + "value": "" + } + }, + "fightingmasteryDescription": { + "description": { + "value": "" + }, + "source": { + "value": "" + } + }, + "fightingstyleDescription": { + "description": { + "value": "" + }, + "source": { + "value": "" + } + }, + "lightsaberformDescription": { + "description": { + "value": "" + }, + "source": { + "value": "" + } + }, + "speciesDescription": { + "data": "$characteristics-table", + "description": { + "value": "", + "chat": "", + "unidentified": "" + }, + "source": "", + "traits": "" + }, + "ventureDescription": { + "description": { + "value": "" + }, + "prerequisites": [""], + "source": { + "value": "" + } + }, + "physicalItem": { + "quantity": 1, + "weight": 0, + "price": 0, + "attunement": 0, + "equipped": false, + "rarity": "", + "identified": true + }, + "activatedEffect": { + "activation": { + "type": "", + "cost": 0, + "condition": "" + }, + "duration": { + "value": null, + "units": "" + }, + "target": { + "value": null, + "width": null, + "units": "", + "type": "" + }, + "range": { + "value": null, + "long": null, + "units": "" + }, + "uses": { + "value": 0, + "max": 0, + "per": null + }, + "consume": { + "type": "", + "target": null, + "amount": null + } + }, + "action": { + "ability": null, + "actionType": null, + "attackBonus": 0, + "chatFlavor": "", + "critical": null, + "damage": { + "parts": [], + "versatile": "" + }, + "formula": "", + "save": { + "ability": "", + "dc": null, + "scaling": "power" + } + }, + "mountable": { + "armor": { + "value": 10 + }, + "hp": { + "value": 0, + "max": 0, + "dt": null, + "conditions": "" + } + }, + "starshipDescription": { + "description": { + "value": "" + } + }, + "starshipEquipment": { + "capx": { + "value": null + }, + "hpperhd": { + "value": null + }, + "regrateco": { + "value": null + }, + "cscap": { + "value": null + }, + "sscap": { + "value": null + }, + "fuelcostsmod": { + "value": null + }, + "powerdicerec": { + "value": null + }, + "hdclass": { + "value": null + } + } }, - "encumbrance": { - "value": null, - "max": null + "htmlFields": ["description.value", "description.chat", "description.unidentified"], + "archetype": { + "templates": ["archetypeDescription"], + "className": "", + "classCasterType": "" }, - "exhaustion": 0, - "inspiration": 0 - }, - "details": { - "background": "", - "originalClass": "", - "xp": { - "value": 0, - "min": 0, - "max": 300 + "background": { + "templates": ["backgroundDescription"] }, - "appearance": "", - "trait": "", - "ideal": "", - "bond": "", - "flaw": "" - }, - "resources": { - "primary": { - "value": 0, - "max": 0, - "sr": 0, - "lr": 0 + "backpack": { + "templates": ["itemDescription", "physicalItem"], + "capacity": { + "type": "weight", + "value": 0, + "weightless": false + }, + "currency": { + "gc": 0 + } }, - "secondary": { - "value": 0, - "max": 0, - "sr": 0, - "lr": 0 + "class": { + "templates": ["classDescription"], + "className": "", + "levels": 1, + "archetype": "", + "hitDice": "d6", + "hitDiceUsed": 0, + "saves": [], + "skills": { + "number": 2, + "choices": [], + "value": [] + }, + "source": "", + "powercasting": { + "progression": "none", + "ability": "" + } }, - "tertiary": { - "value": 0, - "max": 0, - "sr": 0, - "lr": 0 - } - }, - "traits": { - "weaponProf": { - "value": [], - "custom": "" + "classfeature": { + "templates": ["itemDescription", "activatedEffect", "action"], + "recharge": { + "charged": false, + "value": null + } }, - "armorProf": { - "value": [], - "custom": "" + "deployment": { + "templates": ["classDescription"], + "flavorText": "", + "source": "" }, - "toolProf": { - "value": [], - "custom": "" - } - } - }, - "npc": { - "templates": ["common", "creature"], - "details": { - "type": { - "value": "", - "subtype": "", - "swarm": "", - "custom": "" + "deploymentfeature": { + "templates": ["itemDescription", "activatedEffect", "action"], + "recharge": { + "charged": false, + "value": null + } }, - "environment": "", - "cr": 1, - "powerForceLevel": 0, - "powerTechLevel": 0, - "xp": { - "value": 10 + "fightingmastery": { + "templates": ["fightingmasteryDescription"] }, - "source": "" - }, - "resources": { - "legact": { - "value": 0, - "max": 0 + "fightingstyle": { + "templates": ["fightingstyleDescription"] }, - "legres": { - "value": 0, - "max": 0 + "lightsaberform": { + "templates": ["lightsaberformDescription"] }, - "lair": { - "value": 0, - "initiative": 0 - } - } - }, - "starship": { - "templates": ["common"], - "attributes": { - "cargcap": 0, - "crewcap": 0, - "cscap": 0, - "death": { - "failure": 0, - "success": 0 + "venture": { + "templates": ["ventureDescription"] }, - "dr": 0, - "engpow": 1, - "exhaustion": 0, - "hsm": 1, - "hull": { - "die": "", - "dice": 0, - "formula":"", - "value": null, - "max": null - }, - "mods": { - "open": 10, - "max": 10 - }, - "pwrdice": { - "pwrdie": "", - "recovery": 1, - "central": { - "value": 0, - "max": 0 - }, - "comms": { - "value": 0, - "max": 0 - }, - "engines": { - "value": 0, - "max": 0 - }, - "shields": { - "value": 0, - "max": 0 - }, - "sensors": { - "value": 0, - "max": 0 - }, - "weapons": { - "value": 0, - "max": 0 - } - }, - "shld": { - "die": "", - "dice": 0, - "formula":"", - "value": null, - "max": null - }, - "shieldpow": 1, - "sscap": 0, - "suites": { - "open": 0, - "max": 0 - }, - "weaponpow": 1 - }, - "details": { - "tier": 0, - "role": "", - "source": "" - }, - "skills": { - "ast": { - "value": 0, - "ability": "int" - }, - "bst": { - "value": 0, - "ability": "str" - }, - "dat": { - "value": 0, - "ability": "int" - }, - "hid": { - "value": 0, - "ability": "dex" - }, - "imp": { - "value": 0, - "ability": "cha" - }, - "int": { - "value": 0, - "ability": "cha" - }, - "man": { - "value": 0, - "ability": "dex" - }, - "men": { - "value": 0, - "ability": "cha" - }, - "pat": { - "value": 0, - "ability": "con" - }, - "prb": { - "value": 0, - "ability": "int" - }, - "ram": { - "value": 0, - "ability": "str" - }, - "reg": { - "value": 0, - "ability": "con" - }, - "scn": { - "value": 0, - "ability": "wis" - }, - "swn": { - "value": 0, - "ability": "cha" - } - }, - "traits": { - "size": "med" - } - }, - "vehicle": { - "templates": ["common"], - "abilities": { - "int": { - "value": 0 - }, - "wis": { - "value": 0 - }, - "cha": { - "value": 0 - } - }, - "attributes": { - "ac": { - "value": null, - "motionless": "" - }, - "actions": { - "stations": false, - "value": 0, - "thresholds": { - "2": null, - "1": null, - "0": null - } - }, - "hp": { - "value": null, - "max": null, - "dt": null, - "mt": null - }, - "capacity": { - "creature": "", - "cargo": 0 - }, - "speed": "" - }, - "traits": { - "size": "lg", - "dimensions": "", - "di": { - "value": ["poison", "psychic"] - }, - "ci": { - "value": [ - "blinded", - "charmed", - "deafened", - "frightened", - "paralyzed", - "petrified", - "poisoned", - "stunned", - "unconscious" - ] - } - }, - "cargo": { - "crew": [], - "passengers": [] - } - } - }, - "Item": { - "types": [ - "archetype", - "background", - "backpack", - "class", - "classfeature", - "consumable", - "deployment", - "deploymentfeature", - "equipment", - "feat", - "fightingmastery", - "fightingstyle", - "lightsaberform", - "loot", - "power", - "species", - "starship", - "starshipfeature", - "starshipmod", - "tool", - "venture", - "weapon" - ], - "templates": { - "archetypeDescription": { - "description": "", - "source": "" - }, - "backgroundDescription": { - "flavorText": { - "value": "" - }, - "flavorName": { - "value": "" - }, - "flavorDescription": { - "value": "" - }, - "flavorOptions": { - "value": "" - }, - "skillProficiencies": { - "value": "" - }, - "toolProficiencies": { - "value": "" - }, - "languages": { - "value": "" + "consumable": { + "templates": ["itemDescription", "physicalItem", "activatedEffect", "action"], + "consumableType": "potion", + "uses": { + "autoDestroy": false + } }, "equipment": { - "value": "" + "templates": [ + "itemDescription", + "physicalItem", + "activatedEffect", + "action", + "mountable", + "starshipEquipment" + ], + "armor": { + "type": "light", + "value": 10, + "dex": null + }, + "speed": { + "value": null, + "conditions": "" + }, + "strength": 0, + "stealth": false, + "proficient": true }, - "suggestedCharacteristics": { - "value": "" + "feat": { + "templates": ["itemDescription", "activatedEffect", "action"], + "requirements": "", + "recharge": { + "value": null, + "charged": false + } }, - "featureName": { - "value": "" + "loot": { + "templates": ["itemDescription", "physicalItem"] }, - "featureText": { - "value": "" + "species": { + "templates": ["speciesDescription"] }, - "featOptions": { - "value": "" + "tool": { + "templates": ["itemDescription", "physicalItem"], + "toolType": "", + "ability": "int", + "chatFlavor": "", + "proficient": 0 }, - "personalityTraitOptions": { - "value": "" + "power": { + "templates": ["itemDescription", "activatedEffect", "action"], + "level": 1, + "school": "", + "components": { + "value": "", + "vocal": false, + "somatic": false, + "material": false, + "ritual": false, + "concentration": false + }, + "materials": { + "value": "", + "consumed": false, + "cost": 0, + "supply": 0 + }, + "preparation": { + "mode": "prepared", + "prepared": true + }, + "scaling": { + "mode": "none", + "formula": null + } }, - "idealOptions": { - "value": "" + "starship": { + "templates": ["starshipDescription"], + "size": "", + "tier": 0, + "hullDice": "d6", + "hullDiceStart": 1, + "hullDiceUsed": 0, + "shldDice": "d6", + "shldDiceStart": 1, + "shldDiceUsed": 0, + "pwrDice": "1", + "source": "SotG" }, - "flawOptions": { - "value": "" + "starshipfeature": { + "templates": ["itemDescription", "activatedEffect", "action"], + "size": "med", + "tier": 0 }, - "bondOptions": { - "value": "" + "starshipmod": { + "templates": ["itemDescription", "activatedEffect", "action"], + "recharge": { + "charged": false, + "value": null + }, + "system": { + "value": "" + }, + "grade": { + "value": "" + }, + "basecost": { + "value": "" + }, + "prerequisites": { + "value": "" + } }, - "source": { - "value": "" + "weapon": { + "templates": ["itemDescription", "physicalItem", "activatedEffect", "action", "mountable"], + "weaponType": "simpleVW", + "properties": {}, + "proficient": true } - }, - "itemDescription": { - "description": { - "value": "", - "chat": "", - "unidentified": "" - }, - "requirements": "", - "source": "" - }, - "classDescription": { - "description": { - "value": "" - } - }, - "fightingmasteryDescription": { - "description": { - "value": "" - }, - "source": { - "value": "" - } - }, - "fightingstyleDescription": { - "description": { - "value": "" - }, - "source": { - "value": "" - } - }, - "lightsaberformDescription": { - "description": { - "value": "" - }, - "source": { - "value": "" - } - }, - "speciesDescription": { - "data": "$characteristics-table", - "description": { - "value": "", - "chat": "", - "unidentified": "" - }, - "source": "", - "traits": "" - }, - "ventureDescription": { - "description": { - "value": "" - }, - "prerequisites": [""], - "source": { - "value": "" - } - }, - "physicalItem": { - "quantity": 1, - "weight": 0, - "price": 0, - "attuned": false, - "attunement": 0, - "equipped": false, - "rarity": "", - "identified": true - }, - "activatedEffect": { - "activation": { - "type": "", - "cost": 0, - "condition": "" - }, - "duration": { - "value": null, - "units": "" - }, - "target": { - "value": null, - "width": null, - "units": "", - "type": "" - }, - "range": { - "value": null, - "long": null, - "units": "" - }, - "uses": { - "value": 0, - "max": 0, - "per": null - }, - "consume": { - "type": "", - "target": null, - "amount": null - } - }, - "action": { - "ability": null, - "actionType": null, - "attackBonus": 0, - "chatFlavor": "", - "critical": null, - "damage": { - "parts": [], - "versatile": "" - }, - "formula": "", - "save": { - "ability": "", - "dc": null, - "scaling": "power" - } - }, - "mountable": { - "armor": { - "value": 10 - }, - "hp": { - "value": 0, - "max": 0, - "dt": null, - "conditions": "" - } - }, - "starshipDescription": { - "description": { - "value": "" - } - }, - "starshipEquipment": { - "capx": { - "value": null - }, - "hpperhd": { - "value": null - }, - "regrateco": { - "value": null - }, - "cscap": { - "value": null - }, - "sscap": { - "value": null - }, - "fuelcostsmod": { - "value": null - }, - "powerdicerec": { - "value": null - }, - "hdclass": { - "value": null - } - } - }, - "htmlFields": [ - "description.value", - "description.chat", - "description.unidentified" - ], - "archetype": { - "templates": ["archetypeDescription"], - "className": "", - "classCasterType": "" - }, - "background": { - "templates": ["backgroundDescription"] - }, - "backpack": { - "templates": ["itemDescription", "physicalItem"], - "capacity": { - "type": "weight", - "value": 0, - "weightless": false - }, - "currency": { - "gc": 0 - } - }, - "class": { - "templates": ["classDescription"], - "className": "", - "levels": 1, - "archetype": "", - "hitDice": "d6", - "hitDiceUsed": 0, - "saves": [], - "skills": { - "number": 2, - "choices": [], - "value": [] - }, - "source": "", - "powercasting": { - "progression": "none", - "ability": "" - } - }, - "classfeature": { - "templates": ["itemDescription", "activatedEffect", "action"], - "recharge": { - "charged": false, - "value": null - } - }, - "deployment": { - "templates": ["classDescription"], - "flavorText": "", - "source": "" - }, - "deploymentfeature": { - "templates": ["itemDescription", "activatedEffect", "action"], - "recharge": { - "charged": false, - "value": null - } - }, - "fightingmastery": { - "templates": ["fightingmasteryDescription"] - }, - "fightingstyle": { - "templates": ["fightingstyleDescription"] - }, - "lightsaberform": { - "templates": ["lightsaberformDescription"] - }, - "venture": { - "templates": ["ventureDescription"] - }, - "consumable": { - "templates": [ - "itemDescription", - "physicalItem", - "activatedEffect", - "action" - ], - "consumableType": "potion", - "uses": { - "autoDestroy": false - } - }, - "equipment": { - "templates": [ - "itemDescription", - "physicalItem", - "activatedEffect", - "action", - "mountable", - "starshipEquipment" - ], - "armor": { - "type": "light", - "value": 10, - "dex": null - }, - "speed": { - "value": null, - "conditions": "" - }, - "strength": 0, - "stealth": false, - "proficient": true - }, - "feat": { - "templates": ["itemDescription", "activatedEffect", "action"], - "requirements": "", - "recharge": { - "value": null, - "charged": false - } - }, - "loot": { - "templates": ["itemDescription", "physicalItem"] - }, - "species": { - "templates": ["speciesDescription"] - }, - "tool": { - "templates": ["itemDescription", "physicalItem"], - "ability": "int", - "chatFlavor": "", - "proficient": 0 - }, - "power": { - "templates": ["itemDescription", "activatedEffect", "action"], - "level": 1, - "school": "", - "components": { - "value": "", - "vocal": false, - "somatic": false, - "material": false, - "ritual": false, - "concentration": false - }, - "materials": { - "value": "", - "consumed": false, - "cost": 0, - "supply": 0 - }, - "preparation": { - "mode": "prepared", - "prepared": true - }, - "scaling": { - "mode": "none", - "formula": null - } - }, - "starship": { - "templates": ["starshipDescription"], - "size": "", - "tier": 0, - "hullDice": "d6", - "hullDiceStart": 1, - "hullDiceUsed": 0, - "shldDice": "d6", - "shldDiceStart": 1, - "shldDiceUsed": 0, - "pwrDice": "1", - "source": "SotG" - }, - "starshipfeature": { - "templates": ["itemDescription", "activatedEffect", "action"], - "size": "med", - "tier": 0 - }, - "starshipmod": { - "templates": ["itemDescription", "activatedEffect", "action"], - "recharge": { - "charged": false, - "value": null - }, - "system": { - "value": "" - }, - "grade": { - "value": "" - }, - "basecost": { - "value": "" - }, - "prerequisites": { - "value": "" - } - }, - "weapon": { - "templates": [ - "itemDescription", - "physicalItem", - "activatedEffect", - "action", - "mountable" - ], - "weaponType": "simpleVW", - "properties": {}, - "proficient": true } - } } diff --git a/templates/actors/newActor/character-sheet.html b/templates/actors/newActor/character-sheet.html index 9983d562..92def5da 100644 --- a/templates/actors/newActor/character-sheet.html +++ b/templates/actors/newActor/character-sheet.html @@ -2,6 +2,7 @@ {{!-- Sheet Header --}}
+ {{> "systems/sw5e/templates/actors/newActor/parts/swalt-warnings.html"}}

@@ -36,11 +37,16 @@
{{!-- ARMOR CLASS --}}
-

{{ localize "SW5E.ArmorClass" }}

-
- -
+ +
  • +

    + {{ localize "SW5E.ArmorClass" }} + +

    +
    + {{data.attributes.ac.value}} +
    +
  • {{!-- HIT POINTS --}} diff --git a/templates/actors/newActor/npc-sheet.html b/templates/actors/newActor/npc-sheet.html index 463c6d57..64782ccb 100644 --- a/templates/actors/newActor/npc-sheet.html +++ b/templates/actors/newActor/npc-sheet.html @@ -3,6 +3,8 @@ {{!-- NPC Sheet Header --}}
    + {{> "systems/sw5e/templates/actors/newActor/parts/swalt-warnings.html"}} +

    @@ -15,8 +17,12 @@
    {{data.details.xp.value}} XP
    - -
    +
    + + {{ localize "SW5E.Proficiency" }} {{numberFormat data.attributes.prof decimals=0 sign=true}} + +
    +
    {{lookup config.actorSizes data.traits.size}} {{!-- ARMOR CLASS --}}
    -

    {{ localize "SW5E.ArmorClass" }}

    -
    - -
    -
    - {{ localize "SW5E.Proficiency" }} - {{numberFormat data.attributes.prof decimals=0 sign=true}} -
    +
  • +

    + {{ localize "SW5E.ArmorClass" }} + +

    +
    + {{data.attributes.ac.value}} +
    +
    + {{labels.armorType}} +
    +
  • {{!-- HIT POINTS --}} @@ -99,7 +108,7 @@ {{numberFormat ability.mod decimals=0 sign=true}} + value="{{ability.baseProf}}" data-dtype="Number" /> - diff --git a/templates/actors/newActor/parts/swalt-core.html b/templates/actors/newActor/parts/swalt-core.html index 0f8a1dfe..728bf3ed 100644 --- a/templates/actors/newActor/parts/swalt-core.html +++ b/templates/actors/newActor/parts/swalt-core.html @@ -12,7 +12,7 @@ {{numberFormat ability.mod decimals=0 sign=true}} + value="{{ability.baseProf}}" data-dtype="Number" /> - diff --git a/templates/actors/newActor/parts/swalt-inventory.html b/templates/actors/newActor/parts/swalt-inventory.html index b7dd1284..1aff56a4 100644 --- a/templates/actors/newActor/parts/swalt-inventory.html +++ b/templates/actors/newActor/parts/swalt-inventory.html @@ -74,7 +74,7 @@ {{#if ../../isCharacter}}
    {{#if item.totalWeight}} - {{ item.totalWeight }} {{localize "SW5E.AbbreviationLbs"}} + {{ item.totalWeight }} {{ @root.weightUnit }} {{/if}}
    {{/if}} diff --git a/templates/actors/newActor/parts/swalt-traits.html b/templates/actors/newActor/parts/swalt-traits.html index a1efa627..be44e8d2 100644 --- a/templates/actors/newActor/parts/swalt-traits.html +++ b/templates/actors/newActor/parts/swalt-traits.html @@ -112,7 +112,7 @@
    - +
      @@ -123,7 +123,7 @@
    - +
      @@ -134,7 +134,7 @@
    - +
      diff --git a/templates/actors/newActor/parts/swalt-warnings.html b/templates/actors/newActor/parts/swalt-warnings.html new file mode 100644 index 00000000..71212e6f --- /dev/null +++ b/templates/actors/newActor/parts/swalt-warnings.html @@ -0,0 +1,5 @@ +
        +{{#each warnings}} +
      1. {{localize this}}
      2. +{{/each}} +
      diff --git a/templates/actors/newActor/vehicle-sheet.html b/templates/actors/newActor/vehicle-sheet.html index c0214b6e..392e4fb9 100644 --- a/templates/actors/newActor/vehicle-sheet.html +++ b/templates/actors/newActor/vehicle-sheet.html @@ -3,7 +3,9 @@ {{actor.name}}
      -

      + {{> "systems/sw5e/templates/actors/parts/actor-warnings.html"}} + +

      @@ -12,8 +14,10 @@ {{lookup config.actorSizes data.traits.size}}
    • - {{localize 'SW5E.Vehicle'}} -
    • + +
    • {{localize 'SW5E.ArmorClass'}}

      - +
      {{> 'systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html' sections=cargo}}
    - +
    + {{> "systems/sw5e/templates/actors/parts/active-effects.html"}} +
    {{editor content=data.details.biography.value target='data.details.biography.value' button=true owner=owner editable=editable rollData=rollData}} diff --git a/templates/actors/oldActor/character-sheet.html b/templates/actors/oldActor/character-sheet.html index 9bda3baa..aa58d6ce 100644 --- a/templates/actors/oldActor/character-sheet.html +++ b/templates/actors/oldActor/character-sheet.html @@ -5,6 +5,8 @@
    + {{> "systems/sw5e/templates/actors/oldActor/parts/actor-warnings.html"}} +

    @@ -74,10 +76,13 @@ -
  • -

    {{ localize "SW5E.ArmorClass" }}

    -
    - +
  • +

    + {{ localize "SW5E.ArmorClass" }} + +

    +
    + {{data.attributes.ac.value}}
    {{localize "SW5E.PowerDC"}} {{data.attributes.powerdc}} @@ -136,7 +141,7 @@
    {{numberFormat ability.mod decimals=0 sign=true}} - + {{{ability.icon}}} {{numberFormat ability.save decimals=0 sign=true}}
    @@ -149,7 +154,7 @@ {{#each config.skills as |label s|}} {{#with (lookup ../data.skills s) as |skill|}}
  • - + {{{skill.icon}}}

    {{label}}

    {{skill.ability}} diff --git a/templates/actors/oldActor/npc-sheet.html b/templates/actors/oldActor/npc-sheet.html index 7d99d4e5..d7479daa 100644 --- a/templates/actors/oldActor/npc-sheet.html +++ b/templates/actors/oldActor/npc-sheet.html @@ -5,6 +5,8 @@
    + {{> "systems/sw5e/templates/actors/oldActor/parts/actor-warnings.html"}} +

    @@ -17,6 +19,11 @@
    {{data.details.xp.value}} XP
    +
    + + {{ localize "SW5E.Proficiency" }} {{numberFormat data.attributes.prof decimals=0 sign=true}} + +
    {{!-- Character Summary --}} @@ -51,14 +58,16 @@
  • -
  • -

    {{ localize "SW5E.ArmorClass" }}

    -
    - +
  • +

    + {{ localize "SW5E.ArmorClass" }} + +

    +
    + {{data.attributes.ac.value}}
    - {{ localize "SW5E.Proficiency" }} - {{numberFormat data.attributes.prof decimals=0 sign=true}} + {{labels.armorType}}
  • @@ -99,7 +108,7 @@
    {{numberFormat ability.mod decimals=0 sign=true}} - + {{{ability.icon}}} {{numberFormat ability.save decimals=0 sign=true}}
    @@ -112,7 +121,7 @@ {{#each config.skills as |label s|}} {{#with (lookup ../data.skills s) as |skill|}}
  • - + {{{skill.icon}}}

    {{label}}

    {{skill.ability}} diff --git a/templates/actors/oldActor/parts/actor-features.html b/templates/actors/oldActor/parts/actor-features.html index 58796acf..11449033 100644 --- a/templates/actors/oldActor/parts/actor-features.html +++ b/templates/actors/oldActor/parts/actor-features.html @@ -108,7 +108,7 @@ {{#if section.columns}} {{#each section.columns}}
    - {{#with (lookup item property)}} + {{#with (getProperty item property)}} {{#if ../editable}} diff --git a/templates/actors/oldActor/parts/actor-inventory.html b/templates/actors/oldActor/parts/actor-inventory.html index 956bfdaa..e735dcd0 100644 --- a/templates/actors/oldActor/parts/actor-inventory.html +++ b/templates/actors/oldActor/parts/actor-inventory.html @@ -89,7 +89,7 @@
    {{#if item.totalWeight}}
    - {{ item.totalWeight }} {{localize "SW5E.AbbreviationLbs"}} + {{ item.totalWeight }} {{ @root.weightUnit }}
    {{/if}}
    diff --git a/templates/actors/oldActor/parts/actor-traits.html b/templates/actors/oldActor/parts/actor-traits.html index 498a75f5..de40720e 100644 --- a/templates/actors/oldActor/parts/actor-traits.html +++ b/templates/actors/oldActor/parts/actor-traits.html @@ -85,7 +85,7 @@ {{#if isCharacter}}
    - +
      @@ -97,7 +97,7 @@
      - +
        @@ -109,7 +109,7 @@
        - +
          diff --git a/templates/actors/oldActor/parts/actor-warnings.html b/templates/actors/oldActor/parts/actor-warnings.html new file mode 100644 index 00000000..71212e6f --- /dev/null +++ b/templates/actors/oldActor/parts/actor-warnings.html @@ -0,0 +1,5 @@ +
            +{{#each warnings}} +
          1. {{localize this}}
          2. +{{/each}} +
          diff --git a/templates/actors/oldActor/vehicle-sheet.html b/templates/actors/oldActor/vehicle-sheet.html index 6b33b41a..496ac203 100644 --- a/templates/actors/oldActor/vehicle-sheet.html +++ b/templates/actors/oldActor/vehicle-sheet.html @@ -3,7 +3,9 @@ {{actor.name}}
          -

          + {{> "systems/sw5e/templates/actors/parts/actor-warnings.html"}} + +

          @@ -12,8 +14,10 @@ {{lookup config.actorSizes data.traits.size}}
        • - {{localize 'SW5E.Vehicle'}} -
        • + +
        • {{localize 'SW5E.ArmorClass'}}

          - +
          {{> 'systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html' sections=cargo}}
        - +
        + {{> "systems/sw5e/templates/actors/parts/active-effects.html"}} +
        {{editor content=data.details.biography.value target='data.details.biography.value' button=true owner=owner editable=editable rollData=rollData}} diff --git a/templates/actors/parts/active-effects.html b/templates/actors/parts/active-effects.html index 26ce515a..c2f51609 100644 --- a/templates/actors/parts/active-effects.html +++ b/templates/actors/parts/active-effects.html @@ -1,38 +1,48 @@
          -{{#each effects as |section sid|}} -
        1. -

          {{localize section.label}}

          -
          {{localize "SW5E.Source"}}
          -
          {{localize "SW5E.Duration"}}
          - -
        2. + {{#each effects as |section sid|}} + {{#unless section.hidden}} +
        3. +

          {{localize section.label}}

          +
          {{localize "SW5E.Source"}}
          +
          {{localize "SW5E.Duration"}}
          + +
        4. -
            - {{#each section.effects as |effect|}} -
          1. -
            - -

            {{effect.data.label}}

            -
            -
            {{effect.sourceName}}
            -
            {{effect.duration.label}}
            - -
          2. + {{#if section.info}} +
              + {{#each section.info}} +
            1. {{this}}
            2. + {{/each}} +
            + {{/if}} + +
              + {{#each section.effects as |effect|}} +
            1. +
              + +

              {{effect.data.label}}

              +
              +
              {{effect.sourceName}}
              +
              {{effect.duration.label}}
              + +
            2. + {{/each}} +
            + {{/unless}} {{/each}} -
          -{{/each}}
        diff --git a/templates/apps/actor-armor.html b/templates/apps/actor-armor.html new file mode 100644 index 00000000..0ec89983 --- /dev/null +++ b/templates/apps/actor-armor.html @@ -0,0 +1,21 @@ +
        +
        + +
        + +
        + + +
        + +
        + + +
        + + +
        diff --git a/templates/apps/property-attribution.html b/templates/apps/property-attribution.html new file mode 100644 index 00000000..59674939 --- /dev/null +++ b/templates/apps/property-attribution.html @@ -0,0 +1,16 @@ +
        + + {{#each sources as |source|}} + + + + + {{/each}} + + + + +
        + {{source.value}} + {{source.label}}
        {{total}}{{localize "SW5E.PropertyTotal"}}
        +
        diff --git a/templates/apps/trait-selector.html b/templates/apps/trait-selector.html index 903556aa..263a48fe 100644 --- a/templates/apps/trait-selector.html +++ b/templates/apps/trait-selector.html @@ -1,19 +1,27 @@
        -
          - {{#each choices as |choice key|}} -
        1. - -
        2. - {{/each}} -
        + + {{#*inline "traitList"}} +
          + {{#each choices as |choice key|}} +
        1. + + {{#if choice.children}} + {{> traitList choices=choice.children}} + {{/if}} +
        2. + {{/each}} +
        + {{/inline}} + + {{> traitList}} {{#if allowCustom}} -
        - - -
        +
        + + +
        {{/if}}
        diff --git a/templates/chat/item-card.html b/templates/chat/item-card.html index 1c2b3016..fc3574e9 100644 --- a/templates/chat/item-card.html +++ b/templates/chat/item-card.html @@ -1,4 +1,4 @@ -
        @@ -27,7 +27,7 @@ {{/if}} {{#if hasSave}} - {{/if}} @@ -40,7 +40,6 @@ {{/if}} - {{#if isTool}} {{/if}} diff --git a/templates/items/backpack.html b/templates/items/backpack.html index 24b586d1..58797cbe 100644 --- a/templates/items/backpack.html +++ b/templates/items/backpack.html @@ -15,10 +15,11 @@
          -
        • - -
        • + +
        • @@ -53,11 +54,7 @@
          diff --git a/templates/items/class.html b/templates/items/class.html index de0fe204..128b4dec 100644 --- a/templates/items/class.html +++ b/templates/items/class.html @@ -128,12 +128,31 @@
      +
      + +
      +
        + {{#each data.skills.choices}} +
      • {{lookup ../config.skills this}}
      • + {{/each}} +
      +
      +
      +
      diff --git a/templates/items/consumable.html b/templates/items/consumable.html index 06aff718..a3079c35 100644 --- a/templates/items/consumable.html +++ b/templates/items/consumable.html @@ -19,7 +19,9 @@ {{lookup config.consumableTypes data.consumableType }}
    • - +
    • @@ -49,11 +51,7 @@
      diff --git a/templates/items/equipment.html b/templates/items/equipment.html index 4e42f8ba..4c975223 100644 --- a/templates/items/equipment.html +++ b/templates/items/equipment.html @@ -19,7 +19,9 @@ {{lookup config.equipmentTypes data.armor.type }}
    • - +
    • @@ -49,12 +51,7 @@
      diff --git a/templates/items/loot.html b/templates/items/loot.html index 3a0249dd..19a3b619 100644 --- a/templates/items/loot.html +++ b/templates/items/loot.html @@ -16,7 +16,9 @@
      • - +
      • diff --git a/templates/items/tool.html b/templates/items/tool.html index 6a2c36f2..bc442d04 100644 --- a/templates/items/tool.html +++ b/templates/items/tool.html @@ -16,7 +16,9 @@
        • - +
        • @@ -40,27 +42,27 @@ {{!-- Details Tab --}}
          + {{!-- Tool Type --}} +
          + + +
          + {{!-- Tool Proficiency --}}
          + {{selectOptions config.proficiencyLevels selected=data.proficient}} +
          {{!-- Ability Check --}}
          diff --git a/templates/items/weapon.html b/templates/items/weapon.html index cd696c2b..9051e449 100644 --- a/templates/items/weapon.html +++ b/templates/items/weapon.html @@ -19,7 +19,9 @@ {{lookup config.weaponTypes data.weaponType }}
        • - +
        • @@ -49,11 +51,7 @@
          From a487b89931f8e49cff5347d35a2cf57c93ea064f Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Fri, 6 Aug 2021 16:51:39 -0400 Subject: [PATCH 11/19] Update apps.less changed modesto to russoOne --- less/original/apps.less | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/less/original/apps.less b/less/original/apps.less index 7b0c5612..e7e4280f 100644 --- a/less/original/apps.less +++ b/less/original/apps.less @@ -256,7 +256,7 @@ height: 100%; border: 0; - .modesto(); + .russoOne(); text-transform: capitalize; font-weight: 100; } From 8c68144d25df1489c4e9c76f8b5c08dfb1d45810 Mon Sep 17 00:00:00 2001 From: supervj Date: Fri, 6 Aug 2021 20:52:54 +0000 Subject: [PATCH 12/19] Regenerate css --- sw5e-global.css | 35 ++++++++++ sw5e.css | 172 +++++++++++++++++++++++++++++++++++++++++------- 2 files changed, 183 insertions(+), 24 deletions(-) diff --git a/sw5e-global.css b/sw5e-global.css index 9f890ada..1fa64e18 100644 --- a/sw5e-global.css +++ b/sw5e-global.css @@ -753,6 +753,12 @@ input[type="reset"]:disabled { border-color: transparent; background: none; } +.sw5e.sheet.actor .attributable { + position: relative; +} +.sw5e.sheet.actor .attributable:hover .tooltip { + display: block; +} .sw5e.sheet.actor .swalt-sheet { display: grid; grid-template-rows: 182px 36px auto; @@ -866,6 +872,10 @@ input[type="reset"]:disabled { .sw5e.sheet.actor .swalt-sheet header .summary .proficiency { line-height: 26px; } +.sw5e.sheet.actor .swalt-sheet header .summary select { + position: relative; + top: -4px; +} .sw5e.sheet.actor .swalt-sheet header .attributes { grid-column-start: 2; grid-row-start: 3; @@ -877,6 +887,9 @@ input[type="reset"]:disabled { .sw5e.sheet.actor .swalt-sheet header .attributes h1 { text-align: center; } +.sw5e.sheet.actor .swalt-sheet header .attributes .attribute-name { + position: relative; +} .sw5e.sheet.actor .swalt-sheet header .attributes .attribute-value, .sw5e.sheet.actor .swalt-sheet header .attributes .attribute-value input { font-family: 'Russo One'; @@ -911,6 +924,28 @@ input[type="reset"]:disabled { padding: 1px 4px; display: block; } +.sw5e.sheet.actor .swalt-sheet header .attributes .config-button { + position: absolute; + display: none; + right: -6px; + top: -3px; + font-size: 10px; + font-weight: normal; +} +.sw5e.sheet.actor .swalt-sheet header .attributes:hover .config-button { + display: block; +} +.sw5e.sheet.actor .swalt-sheet header .attributes input.temphp { + width: 48%; +} +.sw5e.sheet.actor .swalt-sheet header .attributes .property-attribution { + min-width: 150px; + top: 50px; + font-family: Signika, sans-serif; + font-size: 14px; + font-weight: normal; + line-height: 1rem; +} .sw5e.sheet.actor .swalt-sheet header .attributes footer button { background: none; padding: 1px 3px; diff --git a/sw5e.css b/sw5e.css index 51b2e6f4..354ed02e 100644 --- a/sw5e.css +++ b/sw5e.css @@ -81,7 +81,7 @@ flex: 4; } /* ----------------------------------------- */ -/* All DnD5e Apps */ +/* All SW5e Apps */ /* ----------------------------------------- */ .sw5e { /* ----------------------------------------- */ @@ -220,6 +220,9 @@ /* TinyMCE */ /* ----------------------------------------- */ /* ----------------------------------------- */ + /* Notifications */ + /* ----------------------------------------- */ + /* ----------------------------------------- */ /* Sheet Header */ /* ----------------------------------------- */ /* ----------------------------------------- */ @@ -297,6 +300,22 @@ .sw5e.sheet .editor .tox-toolbar__primary { background: none; } +.sw5e.sheet .warnings, +.sw5e.sheet .info { + flex: 0 0 100%; + margin: 0; + padding: 0; + list-style: none; +} +.sw5e.sheet .warnings .notification, +.sw5e.sheet .info .notification { + font-family: "Signika", sans-serif; + font-weight: normal; + font-size: 13px; + box-shadow: none; + padding: 2px 8px; + margin-bottom: 2px; +} .sw5e.sheet .sheet-header { flex: 0 0 100px; border-bottom: 2px groove #eeede0; @@ -309,6 +328,16 @@ font-size: 20px; font-weight: 400; } +.sw5e.sheet .sheet-header .header-details .summary select { + width: 100%; + height: 100%; + border: 0; + font-family: 'Russo One'; + font-size: 20px; + font-weight: 400; + text-transform: capitalize; + font-weight: 100; +} .sw5e.sheet .sheet-header h1 { flex: 1; border-bottom: none; @@ -404,7 +433,8 @@ .sw5e.sheet .traits { margin: 5px 0 0; } -.sw5e.sheet .traits .trait-selector { +.sw5e.sheet .traits .trait-selector, +.sw5e.sheet .traits .proficiency-selector { flex: 0 0 16px; padding: 2px 0; color: #999; @@ -507,11 +537,69 @@ margin: 0; padding: 0; } +.trait-selector .trait-list li ol.trait-list { + margin-left: 1.5em; +} .trait-selector input[type="text"] { height: 24px; margin: 2px; } /* ----------------------------------------- */ +/* Property Attribution */ +/* ----------------------------------------- */ +.property-attribution { + display: none; + position: absolute; + padding: 3px; + border: 1px solid #000; + border-radius: 3px; + background-color: rgba(0, 0, 0, 0.8); + backdrop-filter: blur(4px); + color: #c9c7b8; + text-align: left; + z-index: 1; +} +.property-attribution table { + margin: 0; + border: 0; +} +.property-attribution table tr { + background-color: inherit; +} +.property-attribution table td { + padding: 3px; +} +.property-attribution table tr.total > td { + font-weight: 600; + padding-top: 5px; + border-top: 1px solid #7a7971; +} +.property-attribution table td.attribution-value { + width: 20%; + padding-right: 5px; + text-align: right; + font-weight: 600; +} +.property-attribution table td::before { + opacity: 0.6; +} +.property-attribution table td.mode-1::before { + content: "×"; +} +.property-attribution table td.mode-2::before { + content: "+"; +} +.property-attribution table td.mode-2.negative::before { + content: "−"; + margin-right: -1px; +} +.property-attribution table td.mode-3::before { + content: "↓"; +} +.property-attribution table td.mode-4::before { + content: "↑"; +} +/* ----------------------------------------- */ /* Actor Type Config Sheet Specifically */ /* ----------------------------------------- */ .actor-type .trait-list { @@ -539,8 +627,20 @@ display: none; } /* ----------------------------------------- */ +/* Armor Config Sheet Specifically */ +/* ----------------------------------------- */ +.sw5e.actor-armor-config .ac-field input { + font-size: 3em; + text-align: center; +} +/* ----------------------------------------- */ /* Add Feature Prompt Specifically */ /* ----------------------------------------- */ +.sw5e.select-items-prompt { + /* ----------------------------------------- */ + /* HUD +/* ----------------------------------------- */ +} .sw5e.select-items-prompt .dialog-content { margin-bottom: 1em; } @@ -555,10 +655,11 @@ .sw5e.select-items-prompt .item-name > label { align-items: center; } -/* ----------------------------------------- */ -/* HUD -/* ----------------------------------------- */ -.placeable-hud .control-icon { +.sw5e.select-items-prompt .window-content { + max-height: 90vh; + overflow-y: auto; +} +.sw5e.select-items-prompt .placeable-hud .control-icon { box-sizing: content-box; width: 40px; flex: 0 0 40px; @@ -566,14 +667,14 @@ font-size: 28px; line-height: 40px; text-align: center; - color: #FBF4F4; + color: #fbf4f4; background: rgba(0, 0, 0, 0.6); box-shadow: 0 0 15px #000; border: 1px solid #333; border-radius: 8px; pointer-events: all; } -#token-hud .status-effects { +.sw5e.select-items-prompt #token-hud .status-effects { visibility: hidden; position: absolute; left: 50px; @@ -582,7 +683,7 @@ padding: 3px; box-sizing: content-box; width: 100px; - color: #FBF4F4; + color: #fbf4f4; grid-template-columns: 25px 25px 25px 25px; background: rgba(0, 0, 0, 0.6); box-shadow: 0 0 15px #000; @@ -659,6 +760,10 @@ height: 24px; line-height: 24px; } +.sw5e.sheet.actor .sheet-header .summary select { + position: relative; + top: -4px; +} .sw5e.sheet.actor .sheet-header .attributes { flex: 0 0 100%; margin: 0; @@ -673,30 +778,35 @@ .sw5e.sheet.actor .sheet-header .attributes .attribute:last-child { border-right: none; } +.sw5e.sheet.actor .sheet-header .attributes .attribute .attribute-name { + position: relative; +} .sw5e.sheet.actor .sheet-header .attributes .attribute .attribute-value { height: 30px; line-height: 30px; } -.sw5e.sheet.actor .sheet-header .attributes .movement h4.attribute-name, -.sw5e.sheet.actor .sheet-header .attributes .hit-dice h4.attribute-name { - position: relative; -} -.sw5e.sheet.actor .sheet-header .attributes .movement .config-button, -.sw5e.sheet.actor .sheet-header .attributes .hit-dice .config-button { +.sw5e.sheet.actor .sheet-header .attributes .attribute .config-button { position: absolute; display: none; - right: 0; - top: 1px; - font-size: 12px; + right: -6px; + top: -3px; + font-size: 10px; font-weight: normal; } -.sw5e.sheet.actor .sheet-header .attributes .movement:hover .config-button, -.sw5e.sheet.actor .sheet-header .attributes .hit-dice:hover .config-button { +.sw5e.sheet.actor .sheet-header .attributes .attribute:hover .config-button { display: block; } -.sw5e.sheet.actor .sheet-header .attributes input.temphp { +.sw5e.sheet.actor .sheet-header .attributes .attribute input.temphp { width: 48%; } +.sw5e.sheet.actor .sheet-header .attributes .attribute .property-attribution { + min-width: 150px; + top: 50px; + font-family: Signika, sans-serif; + font-size: 14px; + font-weight: normal; + line-height: 1rem; +} .sw5e.sheet.actor h4.box-title { height: 18px; line-height: 16px; @@ -753,6 +863,12 @@ font-weight: 400; white-space: nowrap; } +.sw5e.sheet.actor .attributable { + position: relative; +} +.sw5e.sheet.actor .attributable:hover .tooltip { + display: block; +} .sw5e.sheet.actor .ability-scores { flex: 0 0 100px; height: 440px; @@ -1034,7 +1150,7 @@ border-top: 1px solid #c9c7b8; } .sw5e.sheet.actor .inventory-list .item-summary h2 { - font-family: 'Russo One'; + font-family: "Russo One"; font-size: 20px; font-weight: 400; text-transform: uppercase; @@ -1068,7 +1184,7 @@ font-size: 13px; line-height: 12px; text-align: right; - color: #EEE; + color: #eee; text-shadow: 0 0 5px #000; } .sw5e.sheet.actor .encumbrance .encumbrance-breakpoint { @@ -1902,11 +2018,15 @@ padding: 0; text-align: center; } -.sw5e.sheet.actor.npc .header-exp .experience { +.sw5e.sheet.actor.npc .header-exp .experience, +.sw5e.sheet.actor.npc .header-exp .proficiency { flex: 0 0 18px; color: #7a7971; font-size: 16px; } +.sw5e.sheet.actor.npc .header-exp .proficiency { + margin-top: -0.3em; +} .sw5e.sheet.actor.npc .summary { font-size: 18px; } @@ -1930,6 +2050,10 @@ .sw5e.sheet.actor.npc .summary li.creature-type:hover .config-button { display: block; } +.sw5e.sheet.actor.vehicle { + min-width: 720px; + min-height: 680px; +} .sw5e.sheet.actor.vehicle .features .item-controls { flex: 0 0 68px; } From bb7c8af6078e04606a782622cea72a1752cb1c2d Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Tue, 10 Aug 2021 16:12:03 -0400 Subject: [PATCH 13/19] Update entity.js Updated to prevent NaN error --- module/item/entity.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/module/item/entity.js b/module/item/entity.js index b60dd2d2..62ea74cd 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -619,7 +619,7 @@ export default class Item5e extends Item { const level = this.actor?.data.data.powers[consumePowerLevel]; const fp = this.actor.data.data.attributes.force.points; const tp = this.actor.data.data.attributes.tech.points; - const powerCost = id.level + 1; + const powerCost = parseInt(id.level, 10) + 1; const innatePower = this.actor.data.data.attributes.powercasting === "innate"; if (!innatePower) { switch (id.school) { From 48b6ab8e1803866a7a3f3ed5468df1211091c34f Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Fri, 13 Aug 2021 10:21:36 -0400 Subject: [PATCH 14/19] Move cogs closer to Armor and Movement headers The cogs still show up at the same time on both sheets, but this is certainly better, at least they are clickable now. --- .../actors/newActor/character-sheet.html | 19 ++++++-------- templates/actors/newActor/npc-sheet.html | 25 +++++++++---------- 2 files changed, 20 insertions(+), 24 deletions(-) diff --git a/templates/actors/newActor/character-sheet.html b/templates/actors/newActor/character-sheet.html index 92def5da..4e0c7338 100644 --- a/templates/actors/newActor/character-sheet.html +++ b/templates/actors/newActor/character-sheet.html @@ -37,16 +37,13 @@
          {{!-- ARMOR CLASS --}}
          - -
        • -

          - {{ localize "SW5E.ArmorClass" }} - -

          -
          - {{data.attributes.ac.value}} -
          -
        • +

          + {{ localize "SW5E.ArmorClass" }} + +

          +
          + {{data.attributes.ac.value}} +
          {{!-- HIT POINTS --}} @@ -99,7 +96,7 @@ {{!-- SPEED / MOVEMENT TYPES --}}
          -

          +

          {{ localize "SW5E.Movement" }}

          diff --git a/templates/actors/newActor/npc-sheet.html b/templates/actors/newActor/npc-sheet.html index 64782ccb..9d50d67f 100644 --- a/templates/actors/newActor/npc-sheet.html +++ b/templates/actors/newActor/npc-sheet.html @@ -37,18 +37,16 @@
          {{!-- ARMOR CLASS --}}
          -
        • -

          - {{ localize "SW5E.ArmorClass" }} - -

          -
          - {{data.attributes.ac.value}} -
          -
          - {{labels.armorType}} -
          -
        • +

          + {{ localize "SW5E.ArmorClass" }} + +

          +
          + {{data.attributes.ac.value}} +
          +
          + {{labels.armorType}} +
          {{!-- HIT POINTS --}} @@ -67,7 +65,8 @@
          -

          {{ localize "SW5E.Movement" }} +

          + {{ localize "SW5E.Movement" }}

          From 76e4d7450834e6e368589322d6914d33e83dc704 Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Fri, 13 Aug 2021 15:07:03 -0400 Subject: [PATCH 15/19] Update Core to 1.4.2 Update Core to 1.4.2 and internal Version to 1.4.2.R1-A8 --- module/actor/sheets/newSheet/base.js | 49 ++++++++++++++++++-------- module/actor/sheets/oldSheets/base.js | 49 ++++++++++++++++++-------- module/apps/property-attribution.js | 12 +++---- module/item/sheet.js | 4 +++ module/migration.js | 42 ++++++++++++++++++---- module/pixi/ability-template.js | 4 +-- sw5e.js | 2 +- system.json | 2 +- template.json | 2 +- templates/items/equipment.html | 50 ++++++++++++++------------- 10 files changed, 146 insertions(+), 70 deletions(-) diff --git a/module/actor/sheets/newSheet/base.js b/module/actor/sheets/newSheet/base.js index a6a40142..0dc38b2a 100644 --- a/module/actor/sheets/newSheet/base.js +++ b/module/actor/sheets/newSheet/base.js @@ -146,11 +146,6 @@ export default class ActorSheet5e extends ActorSheet { // Prepare warnings data.warnings = this.actor._preparationWarnings; - // Prepare property attributions - this.attribution = { - "attributes.ac": this._prepareArmorClassAttribution(actorData.data) - }; - // Return data to the sheet return data; } @@ -217,6 +212,30 @@ export default class ActorSheet5e extends ActorSheet { return tags; } + /* --------------------------------------------- */ + + /** + * Break down all of the Active Effects affecting a given target property. + * @param {string} target The data property being targeted. + * @return {AttributionDescription[]} + * @protected + */ + _prepareActiveEffectAttributions(target) { + return this.actor.effects.reduce((arr, e) => { + let source = e.sourceName; + if (e.data.origin === this.actor.uuid) source = e.data.label; + if (!source) return arr; + const value = e.data.changes.reduce((n, change) => { + if (change.key !== target || !Number.isNumeric(change.value)) return n; + if (change.mode !== CONST.ACTIVE_EFFECT_MODES.ADD) return n; + return n + Number(change.value); + }, 0); + if (!value) return arr; + arr.push({value, label: source, mode: CONST.ACTIVE_EFFECT_MODES.ADD}); + return arr; + }, []); + } + /* -------------------------------------------- */ /** @@ -299,12 +318,7 @@ export default class ActorSheet5e extends ActorSheet { }); // Bonus - if (ac.bonus !== 0) - attribution.push({ - label: game.i18n.localize("SW5E.Bonus"), - mode: CONST.ACTIVE_EFFECT_MODES.ADD, - value: ac.bonus - }); + if (ac.bonus !== 0) attribution.push(...this._prepareActiveEffectAttributions("data.attributes.ac.bonus")); // Cover if (ac.cover !== 0) @@ -1036,9 +1050,16 @@ export default class ActorSheet5e extends ActorSheet { async _onPropertyAttribution(event) { const existingTooltip = event.currentTarget.querySelector("div.tooltip"); const property = event.currentTarget.dataset.property; - if (existingTooltip || !property || !this.attribution) return; - - let html = await new PropertyAttribution(this.object, this.attribution, property).renderTooltip(); + if (existingTooltip || !property) return; + const data = this.actor.data.data; + let attributions; + switch (property) { + case "attributes.ac": + attributions = this._prepareArmorClassAttribution(data); + break; + } + if (!attributions) return; + const html = await new PropertyAttribution(this.actor, attributions, property).renderTooltip(); event.currentTarget.insertAdjacentElement("beforeend", html[0]); } diff --git a/module/actor/sheets/oldSheets/base.js b/module/actor/sheets/oldSheets/base.js index 62e9220c..1aa7feb3 100644 --- a/module/actor/sheets/oldSheets/base.js +++ b/module/actor/sheets/oldSheets/base.js @@ -138,11 +138,6 @@ export default class ActorSheet5e extends ActorSheet { // Prepare warnings data.warnings = this.actor._preparationWarnings; - // Prepare property attributions - this.attribution = { - "attributes.ac": this._prepareArmorClassAttribution(actorData.data) - }; - // Return data to the sheet return data; } @@ -209,6 +204,30 @@ export default class ActorSheet5e extends ActorSheet { return tags; } + /* --------------------------------------------- */ + + /** + * Break down all of the Active Effects affecting a given target property. + * @param {string} target The data property being targeted. + * @return {AttributionDescription[]} + * @protected + */ + _prepareActiveEffectAttributions(target) { + return this.actor.effects.reduce((arr, e) => { + let source = e.sourceName; + if (e.data.origin === this.actor.uuid) source = e.data.label; + if (!source) return arr; + const value = e.data.changes.reduce((n, change) => { + if (change.key !== target || !Number.isNumeric(change.value)) return n; + if (change.mode !== CONST.ACTIVE_EFFECT_MODES.ADD) return n; + return n + Number(change.value); + }, 0); + if (!value) return arr; + arr.push({value, label: source, mode: CONST.ACTIVE_EFFECT_MODES.ADD}); + return arr; + }, []); + } + /* -------------------------------------------- */ /** @@ -291,12 +310,7 @@ export default class ActorSheet5e extends ActorSheet { }); // Bonus - if (ac.bonus !== 0) - attribution.push({ - label: game.i18n.localize("SW5E.Bonus"), - mode: CONST.ACTIVE_EFFECT_MODES.ADD, - value: ac.bonus - }); + if (ac.bonus !== 0) attribution.push(...this._prepareActiveEffectAttributions("data.attributes.ac.bonus")); // Cover if (ac.cover !== 0) @@ -967,9 +981,16 @@ export default class ActorSheet5e extends ActorSheet { async _onPropertyAttribution(event) { const existingTooltip = event.currentTarget.querySelector("div.tooltip"); const property = event.currentTarget.dataset.property; - if (existingTooltip || !property || !this.attribution) return; - - let html = await new PropertyAttribution(this.object, this.attribution, property).renderTooltip(); + if (existingTooltip || !property) return; + const data = this.actor.data.data; + let attributions; + switch (property) { + case "attributes.ac": + attributions = this._prepareArmorClassAttribution(data); + break; + } + if (!attributions) return; + const html = await new PropertyAttribution(this.actor, attributions, property).renderTooltip(); event.currentTarget.insertAdjacentElement("beforeend", html[0]); } diff --git a/module/apps/property-attribution.js b/module/apps/property-attribution.js index 52278d9e..7be523b0 100644 --- a/module/apps/property-attribution.js +++ b/module/apps/property-attribution.js @@ -16,14 +16,14 @@ */ export default class PropertyAttribution extends Application { /** - * @param {Document} object - Object containing the property to be attributed. - * @param {object.} attribution - Object containing all of the attribution data. - * @param {string} property - Dot separated path to the property. + * @param {Document} object The Document that owns the property being attributed. + * @param {AttributionDescription[]} attributions An array of all the attribution data. + * @param {string} property Dot separated path to the property. */ - constructor(object, attribution, property, options = {}) { + constructor(object, attributions, property, options = {}) { super(options); this.object = object; - this.attribution = attribution; + this.attributions = attributions; this.property = property; } @@ -64,7 +64,7 @@ export default class PropertyAttribution extends Application { total = property.value; } - const sources = foundry.utils.duplicate(this.attribution[this.property]); + const sources = foundry.utils.duplicate(this.attributions); return { sources: sources.map((entry) => { if (entry.label.startsWith("@")) { diff --git a/module/item/sheet.js b/module/item/sheet.js index c0143847..1bc37121 100644 --- a/module/item/sheet.js +++ b/module/item/sheet.js @@ -70,6 +70,10 @@ export default class ItemSheet5e extends ItemSheet { data.isCrewed = itemData.data.activation?.type === "crew"; data.isMountable = this._isItemMountable(itemData); + // Armor Class + data.isArmor = itemData.data.armor?.type in data.config.armorTypes; + data.hasAC = data.isArmor || data.isMountable; + // Prepare Active Effects data.effects = ActiveEffect5e.prepareActiveEffectCategories(this.item.effects); diff --git a/module/migration.js b/module/migration.js index 15b9ce13..e2b2f3a6 100644 --- a/module/migration.js +++ b/module/migration.js @@ -9,7 +9,7 @@ export const migrateWorld = async function () { ); // Migrate World Actors - for await (let a of game.actors.contents) { + for await (let a of game.actors) { try { console.log(`Checking Actor entity ${a.name} for migration needs`); const updateData = await migrateActorData(a.toObject()); @@ -24,7 +24,7 @@ export const migrateWorld = async function () { } // Migrate World Items - for (let i of game.items.contents) { + for (let i of game.items) { try { const updateData = migrateItemData(i.toObject()); if (!foundry.utils.isObjectEmpty(updateData)) { @@ -38,7 +38,7 @@ export const migrateWorld = async function () { } // Migrate Actor Override Tokens - for (let s of game.scenes.contents) { + for (let s of game.scenes) { try { const updateData = await migrateSceneData(s.data); if (!foundry.utils.isObjectEmpty(updateData)) { @@ -46,7 +46,7 @@ export const migrateWorld = async function () { await s.update(updateData, {enforceTypes: false}); // If we do not do this, then synthetic token actors remain in cache // with the un-updated actorData. - s.tokens.contents.forEach((t) => (t._actor = null)); + s.tokens.forEach((t) => (t._actor = null)); } } catch (err) { err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`; @@ -260,6 +260,7 @@ export const migrateItemData = function (item) { _migrateItemClassPowerCasting(item, updateData); _migrateItemAttunement(item, updateData); _migrateItemRarity(item, updateData); + _migrateArmorType(item, updateData); return updateData; }; @@ -276,6 +277,7 @@ export const migrateActorItemData = async function (item, actor) { _migrateItemAttunement(item, updateData); _migrateItemRarity(item, updateData); await _migrateItemPower(item, actor, updateData); + _migrateArmorType(item, updateData); return updateData; }; @@ -601,6 +603,7 @@ function _migrateActorType(actor, updateData) { /* -------------------------------------------- */ /** + * Migrate the Class item powercasting field to allow powercasting to properly calculate * @private */ function _migrateItemClassPowerCasting(item, updateData) { @@ -649,9 +652,18 @@ function _migrateItemClassPowerCasting(item, updateData) { */ function _migrateActorAC(actorData, updateData) { const ac = actorData.data?.attributes?.ac; - if (!Number.isNumeric(ac?.value)) return; - updateData["data.attributes.ac.flat"] = ac.value; - updateData["data.attributes.ac.-=value"] = null; + // If the actor has a numeric ac.value, then their AC has not been migrated to the auto-calculation schema yet. + if (Number.isNumeric(ac?.value)) { + updateData["data.attributes.ac.flat"] = ac.value; + updateData["data.attributes.ac.calc"] = actorData.type === "npc" ? "natural" : "flat"; + updateData["data.attributes.ac.-=value"] = null; + return updateData; + } + + // If the actor is already on the AC auto-calculation schema, but is using a flat value, they must now have their + // calculation updated to an appropriate value. + if (!Number.isNumeric(ac?.flat)) return updateData; + updateData["data.attributes.ac.calc"] = actorData.type === "npc" ? "natural" : "flat"; return updateData; } @@ -742,6 +754,22 @@ function _migrateItemRarity(item, updateData) { return updateData; } +/* --------------------------------------------- */ + +/** + * Convert equipment items of type 'bonus' to 'trinket'. + * + * @param {object} item Item data to migrate + * @param {object} updateData Existing update to expand upon + * @return {object} The updateData to apply + * @private + */ +function _migrateArmorType(item, updateData) { + if (item.type !== "equipment") return updateData; + if (item.data?.armor?.type === "bonus") updateData["data.armor.type"] = "trinket"; + return updateData; +} + /* -------------------------------------------- */ /** diff --git a/module/pixi/ability-template.js b/module/pixi/ability-template.js index 6799eaec..1102dbe7 100644 --- a/module/pixi/ability-template.js +++ b/module/pixi/ability-template.js @@ -18,7 +18,7 @@ export default class AbilityTemplate extends MeasuredTemplate { // Prepare template data const templateData = { t: templateShape, - user: game.user.data._id, + user: game.user.id, distance: target.value, direction: 0, x: 0, @@ -96,7 +96,7 @@ export default class AbilityTemplate extends MeasuredTemplate { // Cancel the workflow (right-click) handlers.rc = (event) => { - this.layer.preview.removeChildren(); + this.layer._onDragLeftCancel(event); canvas.stage.off("mousemove", handlers.mm); canvas.stage.off("mousedown", handlers.lc); canvas.app.view.oncontextmenu = null; diff --git a/sw5e.js b/sw5e.js index fe2a9c71..9d77cf0e 100644 --- a/sw5e.js +++ b/sw5e.js @@ -290,7 +290,7 @@ Hooks.once("ready", function () { // Determine whether a system migration is required and feasible if (!game.user.isGM) return; const currentVersion = game.settings.get("sw5e", "systemMigrationVersion"); - const NEEDS_MIGRATION_VERSION = "1.4.1.R1-A8"; + const NEEDS_MIGRATION_VERSION = "1.4.2.R1-A8"; // Check for R1 SW5E versions const SW5E_NEEDS_MIGRATION_VERSION = "R1-A8"; const COMPATIBLE_MIGRATION_VERSION = 0.8; diff --git a/system.json b/system.json index fe4d0e0f..7eceb83b 100644 --- a/system.json +++ b/system.json @@ -2,7 +2,7 @@ "name": "sw5e", "title": "SW 5th Edition", "description": "A comprehensive game system for running games of SW 5th Edition in the Foundry VTT environment.", - "version": "1.4.1.R1-A8", + "version": "1.4.2.R1-A8", "author": "Dev Team", "scripts": [], "esmodules": ["sw5e.js"], diff --git a/template.json b/template.json index 71cc2b05..85c68c14 100644 --- a/template.json +++ b/template.json @@ -945,7 +945,7 @@ ], "armor": { "type": "light", - "value": 10, + "value": null, "dex": null }, "speed": { diff --git a/templates/items/equipment.html b/templates/items/equipment.html index 4c975223..426e003a 100644 --- a/templates/items/equipment.html +++ b/templates/items/equipment.html @@ -121,36 +121,38 @@
          {{!-- Armor Class --}} -
          - -
          - + {{#if hasAC}} +
          + +
          + +
          -
          + {{/if}} - {{#unless isMountable}} - {{!-- Dexterity Modifier --}} -
          - -
          - + {{#if isArmor}} + {{!-- Dexterity Modifier --}} +
          + +
          + +
          -
          - {{!-- Required Strength --}} -
          - -
          - + {{!-- Required Strength --}} +
          + +
          + +
          -
          - {{!-- Stealth Disadvantage --}} -
          - - -
          - {{/unless}} + {{!-- Stealth Disadvantage --}} +
          + + +
          + {{/if}} {{#if isMountable}} {{> 'systems/sw5e/templates/items/parts/item-mountable.html'}} From e7b1451ea4980711cf8374a517d770889bf5ec9f Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Fri, 13 Aug 2021 15:49:13 -0400 Subject: [PATCH 16/19] Update config.js remove bonus equipment type per 1.4.2 --- module/config.js | 1 - 1 file changed, 1 deletion(-) diff --git a/module/config.js b/module/config.js index 32137a35..1c8d1fbc 100644 --- a/module/config.js +++ b/module/config.js @@ -400,7 +400,6 @@ SW5E.armorTypes = { */ SW5E.equipmentTypes = { hyper: "SW5E.EquipmentHyperdrive", - bonus: "SW5E.EquipmentBonus", powerc: "SW5E.EquipmentPowerCoupling", reactor: "SW5E.EquipmentReactor", clothing: "SW5E.EquipmentClothing", From 20a0191e233378ca27074f8f9c70880b3cf8e238 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Fri, 13 Aug 2021 22:28:10 -0400 Subject: [PATCH 17/19] "My Dudes" 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a/packs/packs/backgrounds.db +++ b/packs/packs/backgrounds.db @@ -17,6 +17,7 @@ {"name":"Office Worker","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are an experienced office worker, having been employed by one or more local, planetary, or galactic governments, or one or more private enterprises or syndicates. You have spent plenty of time around the water cooler and still have contacts in the governmental and corporate worlds. Love them or hate them, you know your way around rules and regulations and you function well in structured environments."},"flavorName":{"value":"Office Specialty"},"flavorDescription":{"value":"

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

          "},"flavorOptions":{"value":"
          d8Office Specialty
          1Accounting
          2Droid Management
          3Executive Assistant
          4Facilities
          5Information Technology
          6Procurement
          7Public Relations
          8Sentient Resources
          "},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Lore, and Perception"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an expired data cylinder, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Office workers run the gamut from loyal and effective team member to lazy and incompetent employee. "},"featureName":{"value":"Clerical Augur"},"featureText":{"value":"You have an intuitive understanding of how offices work and can readily fit in to an office environment as if you were meant to be there, as long as no one looks too carefully. Additionally, you know where the true power lies in the office: you know who is likely to know the local gossip and you know who to sweet talk into getting things done for you.\r\n"},"featOptions":{"value":"
          d8Feat
          1Empathic
          2Investigator
          3Loremaster
          4Perceptive
          5Entertainer
          6Linguist
          7Feigned Confidence
          8Snappy Interjection
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
          2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
          3I have little practical experience dealing with people in the world and prefer to work alone.
          4I would rather make a new friend than a new enemy.
          5I am always figuring out how to implement better procedures to prevent mistakes.
          6There is no \"I\" in \"team.\"
          7I work to live.
          8I live to work.
          "},"idealOptions":{"value":"
          d6Ideal
          1Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
          2Superiority. Rules are meant to control the sheep.I'm no sheep. (Chaotic)
          3Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
          4Greed. I will do whatever it takes to climb to the top. (Dark)
          5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
          6Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1I put too much trust in those who wield power within my employer's hierarchy.
          2I am inflexible in my thinking.
          3I like to talk at length about my office job.
          4I do anything I can to avoid real work.
          5I am not an independent thinker.I need detailed instructions and close supervision.
          6I gossip about others to hide my inadequacies.
          "},"bondOptions":{"value":"
          d6Bond
          1I will someday get revenge on the corrupt boss who fired me.
          2Everything I do is for the common people.
          3I will do anything to protect my employer.
          4No one must ever learn that I once stole from my employer.
          5I'm guilty of a terrible crime. I hope I can redeem myself for it.
          6I am committed to my group's goals over my own.
          "},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Office%20Worker.webp","effects":[{"_id":"D6PdP2IpQh5eyeWL","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Office Worker","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Office Worker","tint":"","transfer":true}],"_id":"NDBuuJicGiWthnnu"} {"name":"Bounty Hunter","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

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

          \n

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

          "},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Persuasion, and Stealth"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of clothes appropriate to your duties, a set of binders, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable."},"featureName":{"value":"Ear to the Ground"},"featureText":{"value":"You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area."},"featOptions":{"value":"
          d8Feat
          1Silver-Tongued
          2Empathic
          3Charmer
          4Stealthy
          5Specialist
          6Linguist
          7Alert
          8Athlete
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I always have a plan for what to do when things go wrong.
          2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
          3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
          4I would rather make a new friend than a new enemy.
          5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
          6I don't pay attention to the risks in a situation. Never tell me the odds.
          7The best way to get me to do something is to tell me I can't do it.
          8I blow up at the slightest insult.
          "},"idealOptions":{"value":"
          d6Ideal
          1Honor. I don't steal from others in the trade. (Lawful)
          2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
          3Charity. I steal from the wealthy so that I can help people in need. (Light)
          4Greed. I will do whatever it takes to become wealthy. (Dark)
          5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
          6Redemption. There's a spark of good in everyone. (Light)
          "},"flawOptions":{"value":"
          d6Flaw
          1When I see something valuable, I can't think about anything but how to steal it.
          2When faced with a choice between money and my friends, I usually choose the money.
          3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
          4I have a \"tell\" that reveals when I'm lying.
          5I turn tail and run when things look bad.
          6An innocent person is in prison for a crime that I committed. I'm okay with that.
          "},"bondOptions":{"value":"
          d6Bond
          1I'm trying to pay off an old debt I owe to a generous benefactor.
          2My ill-gotten gains go to support my family.
          3Something important was taken from me, and I aim to steal it back.
          4I will become the greatest thief that ever lived.
          5I'm guilty of a terrible crime. I hope I can redeem myself for it.
          6Someone I loved died because of a mistake I made. That will never happen again.
          "},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Bounty%20Hunter.webp","effects":[{"_id":"AES1kmGDANS8qc5O","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Bounty Hunter","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Bounty Hunter","tint":"","transfer":true}],"_id":"QqGPmQ6Jfjo0boBy"} {"name":"Teacher","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are an experienced teacher who knows how to best instruct others in an array of disciplines. Although you have a vast amount of knowledge yourself, pedagogy is the most important tool in your toolbox because it allows the rest of your knowledge to spread most efficiently."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Lore, Nature, Performance, and Technology"},"toolProficiencies":{"value":"One instrument or set of artisan's implements of your choice"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an instrument or set of tools with which you are proficient, a token from a former student, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"As a teacher you are devoted to educating others, as well as learning new information for yourself. It is up to you whether you are preachy or wise, a bookworm or more kinesthetic, a note taker or visual learner. In any case, you are most likely underappreciated."},"featureName":{"value":"Knowledge"},"featureText":{"value":"If you need information on something, you know if there is a book containing that information and where to find it. Further, when you hear a creature speaking or when you see language written down, you can identify exactly what language is being used even if you are not proficient in the language. Finally, when you hear music, you know which instruments are being used in the performance, even if you are not proficient in their use. \r\n"},"featOptions":{"value":"
          d8Feat
          1Loremaster
          2Naturalist
          3Performer
          4Techie
          5Entertainer
          6Crafter
          7Linguist
          8Feigned Confidence
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1Books are my everything.
          2Knowledge is the most important thing in the world.
          3I have quotes for every occasion.
          4My vocabulary is vast enough I sometimes use words that are larger than necessary.
          5I love working with kids.
          6Because I understand why people can make mistakes, I am also patient with them.
          7Sometimes I start explaining things at a level much to basic for the audience.
          8I reward hard work and good manners.
          "},"idealOptions":{"value":"
          d6Ideal
          1Teach. I must spread what I have learned. (Lawful)
          2Insatiable. When I find something new I must learn everything about it, no matter the cost. (Chaotic)
          3Discovery. Every single piece of information is waiting to be discovered. (Light)
          4Greed. Every piece of knowledge will be mine. (Dark)
          5People. I will teach anybody anything. (Neutral)
          6Power. Knowledge is power. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1Someone showing bad manners does not exist to me. I will never talk to or acknowledge that person.
          2I overemphasize the importance of discipline.
          3I invest so much time into planning that I can't bring myself to deviate from the plan, even when it is needed.
          4I look down on uneducated adults.
          5I'd give up my companions for a piece of secret information.
          6I can't stand not reading at least one page of a book a day.
          "},"bondOptions":{"value":"
          d6Bond
          1I was picked on while growing up for being a bookworm.
          2The world is such an open place, I feel like there is still so much to learn. I want to compile knowledge from different places.
          3I like reading books and writing, but I'm no poet yet. It is just a hobby I want to share with others, looking for exotic inspirations.
          4I will become the power behind the throne by controlling the information the throne receives.
          5Children are our future, and I will mold them.
          6I can't teach what I don't know. I will teach everything.
          "},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Teacher.webp","effects":[{"_id":"Z7oI1Zoo2YU4XNfI","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Teacher","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Teacher","tint":"","transfer":true}],"_id":"TJrEEChVSB0wuvds"} +{"_id":"UbNbPYi37Y4UJyQU","name":"Scavenger","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

          You are experienced with collecting lost or abandoned items or recovering wreckage from the aftermath of large-scale conflicts or natural disasters. Scavengers' sole occupation is to salvage anything they can find that they can reuse or sell for much needed credits

          "},"flavorName":{"value":"Scavenger Specialty"},"flavorDescription":{"value":""},"flavorOptions":{"value":"
          d8Specialty
          1Droid Scavenger
          2Ship Scavenger
          3Junk Dealter
          4Scrapper
          5Collector
          6Trader
          7Clean-up
          8Fence
          "},"skillProficiencies":{"value":"Choose two from Persuasion, Sleight of Hand, Survival, and Technology"},"toolProficiencies":{"value":"Your choice of archaeologist kit, jeweler's implements, mechanic's kit, or scavenging kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes with a hood, 2 days field rations, mechanic's goggles, a bedroll, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Scavengers are usually self-employed while searching for the next piece of technology or random junk to sell for profit or merely for survival."},"featureName":{"value":"Rugged Survivalist"},"featureText":{"value":"Scavengers, due to their line of work, have an eye for spotting useful or even valuable parts of technology or artifacts. You can easily spot the best place to scavenge the most valuable parts."},"featOptions":{"value":"
          d8Feat
          1Silver-Tongued
          2Loremaster
          3Quick Fingered
          4Techie
          5Specialist
          6Crafter
          7Linguist
          8Tech Dabbler
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I am quiet, reserved, and focused on my work. It takes a lot for me to raise my voice or object outside of my job.
          2If I find a fully intact pience of technology, I focus on how many credits I can get by salvaging it.
          3When I find myself near a trove of technology, I'm thinking of a way to use it for profit.
          4I look down on people who do not like getting their hands dirty.
          5I like making friends; those who don't like widening their circle are fools.
          6I am polite around my customers or patrons, though I am harsh toward my fellow Scavengers.
          7I am slow to trust people, for, in my line of work, it's every individual for themselves.
          8If there is a lost individual who is in need, I will always lend a hand.
          "},"idealOptions":{"value":"
          d6Ideal
          1Honor. I don't steal from others in or outside the trade. (Lawful)
          2Independence. I do not work well with others; I work alone. (Chaotic)
          3Charity. I use the credits I gain to help those less fortunate. (Light)
          4Greed. I will do whatever it takes to get more credits. (Dark)
          5Community. I'm loyal to my friends and fellow Scavengers. (Neutral)
          6Hope. I hope to one day get enough money to start a new life in the stars. (Neutral)
          "},"flawOptions":{"value":"
          d6Flaw
          1When I see something valuable, I can't think about anything but how to make a profit from it.
          2When faced with a choice between money and my friends, I usually choose the money.
          3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
          4I have a \"tell\" that reveals when I'm lying.
          5I turn tail and run when things look bad.
          6I tend to hold people who work normal jobs in contempt.
          "},"bondOptions":{"value":"
          d6Bond
          1I carry with me a unique pience of technology unknown to me, but I keep it as a good luck charm.
          2My fellow scavengers mean the world to me.
          3I unintentionally killed someone by stealing their property. I hope to redeem myself for it.
          4I used to work for a horrible employer who abused their power; I will take my revenge on any who bully others.
          5I'm working off the debt I owe to a wealthy benefactor.
          6Someone I loved died because of a mistake I made. That will never happen again.
          "},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.V4Vo9UzyQVHzpBbo"}},"img":"systems/sw5e/packs/Icons/Backgrounds/Scavenger.webp","effects":[{"_id":"8CglKXcVxBkb79Dg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Scavenger","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Backgrounds/Scavenger.webp","label":"Scavenger","tint":"","transfer":true}]} {"name":"Gladiator","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your A Champion Well Known feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Acrobatics, Athletics, Intimidation, and Performance"},"toolProficiencies":{"value":"One type of musical instrument"},"languages":{"value":"One of your choice"},"equipment":{"value":"A trophy earned via some sort of competition, clothing suitable to your profession, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"A Champion Well Known"},"featureText":{"value":"You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.\r\n"},"featOptions":{"value":"
          d8Feat
          1Acrobat
          2Brawny
          3Threatening
          4Performer
          5Entertainer
          6Linguist
          7Athlete
          8Durable
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I know a story relevant to almost every situation.
          2Whenever I come to a new place, I collect local rumors and spread gossip.
          3I'm a hopeless romantic, always searching for that \"special someone.\"
          4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
          5I love a good insult, even one directed at me.
          6I get bitter if I'm not the center of attention.
          7I'll settle for nothing less than perfection.
          8I change my mood or my mind as quickly as I change key in a song.
          "},"idealOptions":{"value":"
          d6Ideal
          1Beauty. When I perform, I make the world better than it was. (Light)
          2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
          3Creativity. The world is in need of new ideas and bold action. (Chaotic)
          4Greed. I'm only in it for the money and fame. (Dark)
          5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
          6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1I'll do anything to win fame and renown.
          2I'm a sucker for a pretty face.
          3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
          4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
          5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
          6Despite my best efforts, I am unreliable to my friends.
          "},"bondOptions":{"value":"
          d6Bond
          1My instrument is my most treasured possession, and it reminds me of someone I love.
          2Someone stole my precious trophy, and someday I'll get it back.
          3I want to be famous, whatever it takes.
          4I idolize a hero of the old tales and measure my deeds against that person's.
          5I will do anything to prove myself superior to my hated rival.
          6I would do anything for the other members of my old troupe.
          "},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Gladiator.webp","effects":[{"_id":"xwL56xjuHQXDpfkj","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Gladiator","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Gladiator","tint":"","transfer":true}],"_id":"XRDpqCIL07UwwCtk"} {"name":"Servant","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

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

          \n

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

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

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

          \n

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

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

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

          "},"suggestedCharacteristics":{"value":"Mercenaries are shaped by their lively nature, for the better and the worse. They tend to be driven by either their commitment to money or something more valuable."},"featureName":{"value":"Mercenary Life"},"featureText":{"value":"You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the cantinas and feasthalls where mercenaries abide in any area, as long as you speak the language, and if you spend at least an hour in such a location you can come across one of the following bits of information: a job offer, significant rumor, referal to a skilled merchant, blacksmith, etc., or a hint towards the pursuit of your current quest. Additionally, you can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook)."},"featOptions":{"value":"
          d8Feat
          1Brawny
          2Investigator
          3Charmer
          4Ace Pilot
          5Entertainer
          6Linguist
          7Weapon Expert
          8Durable
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I do not fear death, but accept it as part of life.
          2I have a crude sense of humor.
          3I face problems head-on. A simple, direct solution is the best path to success.
          4I find it good luck to have a flask of ale on me even when the most of my other belongings are gone.
          5I ask a lot of questions.
          6I never pass up a friendly wager.
          7I am always polite and respectful when speaking to those above my station.
          8I like a job well done, especially if I'm not the one doing it.
          "},"idealOptions":{"value":"
          d6Ideal
          1Greed. I'm only doing it for the money. (Dark)
          2Fairness. We all did the work. it is only right that everyone gets a share of the reward. (Lawful)
          3Live and Let Live. You may not have a family left, but your enemy may. A little compassion goes a long way. (Light)
          4Measure of Last Resort. Sometimes we have to do things that we REALLY don't want to do, but we must remember that we only do them because we have to. (Chaotic)
          5Debts. I never leave a favor left undone and nor will I leave those whom owe me favors on the hook. (Neutral)
          6Aspiration. I have heard a tale of a legendary person of my class. I strive to be more like them. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1I am always looking for the bigger pay.
          2I can't tell a lie for the life of me.
          3I judge too easily by special appearance and pride.
          4I am almost always carrying some ale in with my gear.
          5I believe that I am the only skilled person of the group and am even open about it.
          6I will never let a comrade stand alone, even if it gets me killed.
          "},"bondOptions":{"value":"
          d6Bond
          1I have a personal debt that must be paid.
          2I am with friends whom I trust with my life as they should trust me with theirs.
          3I come from a family that dislikes weaknesses, so I push myself to know my weaknesses.
          4My life is my honor. I shall, until death, shape my life to what I want it to be.
          5Without a purpose in the world, I find myself to be broken which I do not like.
          6I secretly pursue a love interest that is forbidden by a family whether it is my own or my love's family.
          "},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Mercenary.webp","effects":[{"_id":"gLabPSWBP29hTaiU","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Mercenary","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Mercenary","tint":"","transfer":true}],"_id":"ZIb0llolc0r89eh9"} @@ -28,7 +29,7 @@ {"name":"Entertainer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You thrive in front of an audience, knowing how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life."},"flavorName":{"value":"Entertainer Routines"},"flavorDescription":{"value":"A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer."},"flavorOptions":{"value":"
          d10Entertainer Routines
          1Actor
          2Dancer
          3Fire-eater
          4Jester
          5Juggler
          6Instrumentalist
          7Poet
          8Singer
          9Storyteller
          10Tumbler
          "},"skillProficiencies":{"value":"Choose two from Acrobatics, Insight, Performance, and Sleight of Hand"},"toolProficiencies":{"value":"Disguise kit, one type of musical instrument"},"languages":{"value":null},"equipment":{"value":"A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"By Popular Demand"},"featureText":{"value":"You can always find a place to perform, usually in an inn or cantina but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you."},"featOptions":{"value":"
          d8Feat
          1Acrobat
          2Empathic
          3Performer
          4Quick-Fingered
          5Specialist
          6Entertainer
          7Practiced
          8Actor
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I know a story relevant to almost every situation.
          2Whenever I come to a new place, I collect local rumors and spread gossip.
          3I'm a hopeless romantic, always searching for that \"special someone.\"
          4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
          5I love a good insult, even one directed at me.
          6I get bitter if I'm not the center of attention.
          7I'll settle for nothing less than perfection.
          8I change my mood or my mind as quickly as I change key in a song.
          "},"idealOptions":{"value":"
          d6Ideal
          1Beauty. When I perform, I make the world better than it was. (Light)
          2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
          3Creativity. The world is in need of new ideas and bold action. (Chaotic)
          4Greed. I'm only in it for the money and fame. (Dark)
          5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
          6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1I'll do anything to win fame and renown.
          2I'm a sucker for a pretty face.
          3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
          4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
          5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
          6Despite my best efforts, I am unreliable to my friends.
          "},"bondOptions":{"value":"
          d6Bond
          1My instrument is my most treasured possession, and it reminds me of someone I love.
          2Someone stole my precious instrument, and someday I'll get it back.
          3I want to be famous, whatever it takes.
          4I idolize a hero of the old tales and measure my deeds against that person's.
          5I will do anything to prove myself superior to my hated rival.
          6I would do anything for the other members of my old troupe.
          "},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Entertainer.webp","effects":[{"_id":"NZQldvQYhovAn0p5","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Entertainer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Entertainer","tint":"","transfer":true}],"_id":"dILx0soFaJFwNs20"} {"_id":"duxWOJgR4IY2R5Jo","name":"Clone","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a miracle of science, a creature born not from love or passion but from logic and machinery. Created in a laboratory, you are a perfect genetic replica of your DNA-Donor, whoever that is."},"flavorName":{"value":"DNA-Donor"},"flavorDescription":{"value":"The background of your DNA-Donor often shapes a clone's path in life."},"flavorOptions":{"value":"
          d20Donor's Background
          1Agent
          2Bounty Hunter
          3Criminal
          4Entertainer
          5Force Adept
          6Gambler
          7Investigator
          8Jedi
          9Mandalorian
          10Mercenary
          11Noble
          12Nomad
          13Outlaw
          14Pirate
          15Scientist
          16Scoundrel
          17Sith
          18Smuggler
          19Soldier
          20Spacer
          "},"skillProficiencies":{"value":"Choose two from Athletics, Lore, Sleight of Hand and Survival"},"toolProficiencies":{"value":"Your choice of geneticist's implements, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of clothes appropriate to your duties, a trinket related to your DNA-donor, and 150 credits"},"suggestedCharacteristics":{"value":"A clone's demeanor often, though not always, matches that of their DNA-Donor. Is it nature, or is it nurture?"},"featureName":{"value":"A Life Not Lived"},"featureText":{"value":"Being a clone, you were born from the existence of another. Flashes of deeds you never did, of people you have never met and of information you have never learned sporadically appear. You may be confused with your DNA-Donor by others, being befriended by, or made enemies of, people you have never met before. The exact nature of these revelations depends on the nature of your DNA-Donor; they might lead to a site that only one other has ever seen, some long-forgotten fact, relic or weapon from the past that could reshape the present, or even information that would be damaging to the people who created you."},"featOptions":{"value":"
          d8Feat
          1Athlete
          2Loremaster
          3Quick-Fingered
          4Survivalist
          5Crafter
          6Specialist
          7Linguist
          8Force-Sensitive
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I speak rarely but mean every word I say.
          2I laugh loudly and see the humor in stressful situations.
          3I prefer to solve problems without violence, but I finish fights decisively.
          4I enjoy being out in nature; poor weather never sours my mood.
          5I am dependable.
          6I am always working on some project or other.
          7I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
          8I bluntly say what others are hinting at or hiding.
          "},"idealOptions":{"value":"
          d6Ideal
          1Charity. I always try to help those in need, no matter what the personal cost. (Light)
          2Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
          3Live and Let Live. Meddling in the affairs of others only causes trouble. (Balanced)
          4Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
          5Pride. I will do whatever it takes to be recognized as the best. (Dark)
          6Aspiration. I'm determined to make something of myself. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1I secretly believe that everyone is beneath me.
          2I write exceptionally bad poetry and recite it at inopportune times.
          3I spend money freely and live life to the fullest, knowing that tomorrow I might die.
          4Every social situation I'm in seems to lead to my asking rude personal questions.
          5I have trouble trusting in my allies.
          6I invest so much time into planning that I can't bring myself to deviate from the plan, even when it is needed.
          "},"bondOptions":{"value":"
          d6Bond
          1I am fiercely loyal to those with whom I work.
          2In my birth laboratory, I discovered something that could endanger the world.
          3I spend money freely and live life to the fullest, knowing that tomorrow I might die.
          4I live for the thrill of the hunt.
          5I owe my instructor a great debt for forging me into the person I am today.
          6One day I will return to my home planet and prove that I am their greatest creation.
          "},"source":"EC"},"flags":{"core":{"sourceId":"Item.Jm9NYVi2OOV8HDLC"}},"img":"systems/sw5e/packs/Icons/Backgrounds/Clone.webp","effects":[{"_id":"0j3DdcBsllbba2Tu","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Clone","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Backgrounds/Clone.webp","label":"Clone","tint":"","transfer":true}]} {"name":"Agent","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"Many organizations active in the galaxy aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, mercenaries, cache-holders (people who guard caches of wealth or items for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Investigation, Lore, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Agents are shaped by their experience in their faction's communities. Their study of the history and tenets of their faction and their relationships to it affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Safe Haven"},"featureText":{"value":"As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities."},"featOptions":{"value":"
          d8Feat
          1Silver-Tongued
          2Investigator
          3Loremaster
          4Charmer
          5Linguist
          6Alert
          7Observant
          8Practiced
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I idolize a particular hero of my faction, and constantly refer to that person's deeds and example.
          2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
          3I see omens in every event and action.
          4Nothing can shake my optimistic attitude.
          5I quote (or misquote) sacred texts and proverbs in almost every situation.
          6I am tolerant (or intolerant) of other factions and respect (or condemn) them.
          7I've enjoyed fine food, drink, and high society among my faction's elite. Rough living grates on me.
          8I have little practical experience dealing with people in the world.
          "},"idealOptions":{"value":"
          d6Ideal
          1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
          2Charity. I always try to help those in need, no matter what the personal cost. (Light)
          3Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
          4Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
          5Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Lawful)
          6Aspiration. I seek to prove myself worthy of my leader's favor by matching my actions against his or her teachings. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1I judge others harshly, and myself even more severely.
          2I put too much trust in those who wield power within my faction's hierarchy.
          3My piety sometimes leads me to blindly trust those that profess faith in my faction.
          4I am inflexible in my thinking.
          5I am suspicious of strangers and expect the worst of them.
          6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
          "},"bondOptions":{"value":"
          d6Bond
          1I would die to recover an artifact of my faction that was lost long ago.
          2I will someday get revenge on the corrupt faction hierarchy who branded me a heretic.
          3I owe my life to the faction member who took me in when my parents died.
          4Everything I do is for the common people.
          5I will do anything to protect the faction where I served.
          6I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
          "},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Agent.webp","effects":[{"_id":"hPQt2pjlK4Smc8cx","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Agent","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Agent","tint":"","transfer":true}],"_id":"e4ppF8sckI8UPtPW"} -{"name":"Racer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You have a need for speed. You live off of the adrenaline rush of piloting your craft or steering your beast through the dangers of a race. You love the thrill of a photo-finish and relish the sweet taste of victory."},"flavorName":{"value":"Racing Specialty"},"flavorDescription":{"value":"

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

          "},"flavorOptions":{"value":"
          d8Racing Specialty
          1Air Speeders
          2Boonta Speeders
          3Pod Racers
          4Speeder Bikes
          5Starships
          6Swoop Bikes
          7Fathiers
          8Varactyls
          "},"skillProficiencies":{"value":"Choose two from Animal Handling, Nature, Piloting, and Technology"},"toolProficiencies":{"value":"One type of gaming set or mechanic's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, a trophy or ribbon from your first-ever win, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Racers are usually competitive and often fearless. They can lead a whirlwind of a life, and sometimes the adrenaline of the race is no longer enough for them. "},"featureName":{"value":"Terrain Mastery"},"featureText":{"value":"You have a preternatural instinct for understanding the terrain, interpreting maps, and planning routes. You and your party can move at three-fourths your speed over difficult terrain during long-distance travel. Because of these skills, if you know your destination and the intervening terrain--either by reputation, by sight, or by maps you have seen--you are able to identify an effective short-cut, trimming your travel time by up to half. Your GM may rule that your short-cut entails significant danger or may be temporarily impassable.\r\n"},"featOptions":{"value":"
          d8Feat
          1Animal Handler
          2Naturalist
          3Ace Pilot
          4Techie
          5Entertainer
          6Specialist
          7Linguist
          8Observant
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1Win or lose.There is no try.
          2Giving up is never an option for me.
          3I spit and laugh in the face of danger.
          4Why do something if there is not the possibility of death?
          5I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
          6I don't pay attention to the risks in a situation. Never tell me the odds.
          7The best way to get me to do something is to tell me I can't do it.
          8I blow up at the slightest insult.
          "},"idealOptions":{"value":"
          d6Ideal
          1Victory. It's not a victory if you don't follow the rules. (Lawful)
          2Win. A win is a win, no matter how it's done. (Chaotic)
          3Charity. I share my winnings with the less fortunate. (Light)
          4Pride. I will do whatever it takes to be recognized as the best. (Dark)
          5Excitement. Life is a race worth entering, because you never know how the ships will fly. (Neutral)
          6Victory. Nothing worth doing is ever a sure thing. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1I think most people in life are content with a participation trophy. They disgust me.
          2I classify everyone I meet as a winner or a loser.There's only ever one winner.
          3There is not a drug I won't try.
          4Once I start drinking, it's hard for me to stop.
          5Once someone questions my courage, I never back down no matter how dangerous the situation.
          6Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
          "},"bondOptions":{"value":"
          d6Bond
          1There is nothing more important to me than my vehicle.
          2I will win the Coruscant Invitational one day.
          3I'm trying to pay off the debt on my vehicle.
          4I owe a lot of money to the wrong kind of people.
          5I do what feels good.Let's see the authorities catch me.
          6Someone I loved died because they were too slow.That will never happen to me.
          "},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Racer.webp","effects":[{"_id":"DEgaT0vZNnQAfYnp","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Racer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Racer","tint":"","transfer":true}],"_id":"f6YNofyiN2kX4ZCz"} +{"_id":"f6YNofyiN2kX4ZCz","name":"Racer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You have a need for speed. You live off of the adrenaline rush of piloting your craft or steering your beast through the dangers of a race. You love the thrill of a photo-finish and relish the sweet taste of victory."},"flavorName":{"value":"Racing Specialty"},"flavorDescription":{"value":"

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

          "},"flavorOptions":{"value":"
          d8Racing Specialty
          1Air Speeders
          2Boonta Speeders
          3Pod Racers
          4Speeder Bikes
          5Starships
          6Swoop Bikes
          7Fathiers
          8Varactyls
          "},"skillProficiencies":{"value":"Choose two from Animal Handling, Nature, Piloting, and Technology"},"toolProficiencies":{"value":"One type of gaming set or mechanic's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, a trophy or ribbon from your first-ever win, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Racers are usually competitive and often fearless. They can lead a whirlwind of a life, and sometimes the adrenaline of the race is no longer enough for them. "},"featureName":{"value":"Terrain Mastery"},"featureText":{"value":"You have a preternatural instinct for understanding the terrain, interpreting maps, and planning routes. You and your party can move at three-fourths your speed over difficult terrain during long-distance travel. Because of these skills, if you know your destination and the intervening terrain--either by reputation, by sight, or by maps you have seen--you are able to identify an effective short-cut, trimming your travel time by up to half. Your GM may rule that your short-cut entails significant danger or may be temporarily impassable.\r\n"},"featOptions":{"value":"
          d8Feat
          1Animal Handler
          2Naturalist
          3Ace Pilot
          4Techie
          5Entertainer
          6Specialist
          7Linguist
          8Observant
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1Win or lose.There is no try.
          2Giving up is never an option for me.
          3I spit and laugh in the face of danger.
          4Why do something if there is not the possibility of death?
          5I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
          6I don't pay attention to the risks in a situation. Never tell me the odds.
          7The best way to get me to do something is to tell me I can't do it.
          8I blow up at the slightest insult.
          "},"idealOptions":{"value":"
          d6Ideal
          1Victory. It's not a victory if you don't follow the rules. (Lawful)
          2Win. A win is a win, no matter how it's done. (Chaotic)
          3Charity. I share my winnings with the less fortunate. (Light)
          4Pride. I will do whatever it takes to be recognized as the best. (Dark)
          5Excitement. Life is a race worth entering, because you never know how the ships will fly. (Neutral)
          6Victory. Nothing worth doing is ever a sure thing. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1I think most people in life are content with a participation trophy. They disgust me.
          2I classify everyone I meet as a winner or a loser.There's only ever one winner.
          3There is not a drug I won't try.
          4Once I start drinking, it's hard for me to stop.
          5Once someone questions my courage, I never back down no matter how dangerous the situation.
          6Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
          "},"bondOptions":{"value":"
          d6Bond
          1There is nothing more important to me than my vehicle.
          2I will win the Coruscant Invitational one day.
          3I'm trying to pay off the debt on my vehicle.
          4I owe a lot of money to the wrong kind of people.
          5I do what feels good.Let's see the authorities catch me.
          6Someone I loved died because they were too slow.That will never happen to me.
          "},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Racer.webp","effects":[{"_id":"DEgaT0vZNnQAfYnp","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Racer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Racer","tint":"","transfer":true}]} {"name":"Hermit","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You lived in seclusion—either in a community or alone—for a formative part of your life. In your time apart from society, you found quiet, solitude, and perhaps some of the answers you were looking for."},"flavorName":{"value":"Life of Seclusion"},"flavorDescription":{"value":"

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

          "},"flavorOptions":{"value":"
          d6Life of Seclusion
          1I was partaking of communal living in accordance with the dictates of a religious order.
          2I retreated from society after a life-altering event.
          3I needed a quiet place to work on my art, literature, music, or manifesto.
          4I needed to commune with nature, far from civilization.
          5I was the caretaker of an ancient ruin or relic.
          6I was in search of a place of spiritual significance.
          "},"skillProficiencies":{"value":"Choose two from Animal Handling, Lore, Medicine, and Nature"},"toolProficiencies":{"value":"Bioanalysis kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A diary of your experiences, a winter blanket, a set of common clothes, a bioanalysis kit, and 50 cr"},"suggestedCharacteristics":{"value":"Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. Some few are driven slightly mad by their isolation."},"featureName":{"value":"Discovery"},"featureText":{"value":"The seclusion of your hermitage gave you access to a unique and powerful discovery. The nature of this revelation depends on the nature of your seclusion. You might have discovered a great truth about the cosmos or the Force, a fact that has long been forgotten, a relic of the past that could rewrite history, or a place unseen for ages. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your GM to determine the details of your discovery and its impact on the campaign.\r\n"},"featOptions":{"value":"
          d8Feat
          1Animal Handler
          2Loremaster
          3Medic
          4Naturalist
          5Specialist
          6Alert
          7Dungeon Delver
          8Healer
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
          2I am utterly serene, even in the face of disaster.
          3The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
          4I feel tremendous empathy for all who suffer.
          5I'm oblivious to etiquette and social expectations.
          6I connect everything that happens to me to a grand, cosmic plan.
          7I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
          8I am working on a grand philosophical theory and love sharing my ideas.
          "},"idealOptions":{"value":"
          d6Ideal
          1Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Light)
          2Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
          3Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
          4Power. Solitude and contemplation are paths toward mystical power. (Dark)
          5Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
          6Self-Knowledge. If you know yourself, there's nothing left to know. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1Now that I've returned to the world, I enjoy its delights a little too much.
          2I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
          3I am dogmatic in my thoughts and philosophy.
          4I let my need to win arguments overshadow friendships and harmony.
          5I'd risk too much to uncover a lost bit of knowledge.
          6I like keeping secrets and won't share them with anyone.
          "},"bondOptions":{"value":"
          d6Bond
          1Nothing is more important than the other members of my hermitage, order, or association.
          2I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
          3I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
          4I entered seclusion because I loved someone I could not have.
          5Should my discovery come to light, it could bring ruin to the world.
          6My isolation gave me great insight into a great Dark that only I can destroy.
          "},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Hermit.webp","effects":[{"_id":"hW43OgFqBYThXhl6","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Hermit","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Hermit","tint":"","transfer":true}],"_id":"gDvRW2GKWlIoc8dJ"} {"name":"Gambler","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are a skilled gambler who spends most of your time in casinos, bar rooms, and gambling dens. Are your activities legal, or do you break the law? Have you ever cheated in a game, or do you play by the rules? No matter what, your life has been one of excitement, chance, and danger."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Sleight of Hand"},"toolProficiencies":{"value":"Two types of gaming sets"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a set of dice, a deck of playing cards, a lucky charm, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"Gambling is your passion, for better or for worse. Most gamblers see their vices as virtues, and overlook things in their pursuit of the rush."},"featureName":{"value":"Let's Make It Interesting"},"featureText":{"value":"You can convince nearly anyone to put up something they aren't normally willing to part with (property or information) in a game of chance. Your GM might rule that they will only agree to a game of their choosing, and they may only agree if they feel the odds are in their favor."},"featOptions":{"value":"
          d8Feat
          1Silver-Tongued
          2Empathic
          3Threatening
          4Quick-Fingered
          5Entertainer
          6Keen Mind
          7Observant
          8Practiced
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I like to impress everyone I meet with a simple trick or a quick joke.
          2I constantly make side bets on everything that happens around me.
          3No matter how high the stakes, I always appear calm.
          4I try to be unpredictable, so no one will know when I'm bluffing.
          5I never back down from a challenge.
          6I can't get satisfaction out of something if the stakes are too low.
          7I tend to make friends out of enemies, and enemies out of friends.
          8I prefer one game above all others.
          "},"idealOptions":{"value":"
          d6Ideal
          1Risk. Nothing worth doing is ever a sure thing. (Chaotic)
          2Victory. Never make a bet unless you're sure you can win. (Lawful)
          3Greed. Anything that isn't mine soon will be. (Dark)
          4Charity. I share my winnings with the less fortunate. (Light)
          5Surprise. Life is a game worth playing, because you never know how the dice will land. (Any)
          6Laziness. Working is for chumps. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1I can't step away from the table when I'm losing.
          2I spend money faster than I can make it.
          3Everyone has a price. Mine happens to be pretty low.
          4I assume everyone is hiding something from me.
          5I tend to value money more than people.
          6I like to think I could drink anyone under the table, but I'm really a lightweight.
          "},"bondOptions":{"value":"
          d6Bond
          1I owe a lot of money to the wrong kind of people.
          2I still keep the first coin I ever won. It's my good luck charm.
          3Most of my winnings go to my home.
          4Someday I will own my own casino.
          5I lost a large sum of money to a con artist; I seek to get it back.
          6I hide my gambling behind a normal life. My friends have no idea who I really am.
          "},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Gambler.webp","effects":[{"_id":"9HkjNgqUUwqVm64c","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Gambler","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Gambler","tint":"","transfer":true}],"_id":"gZV9TW4MOi4s3zM0"} {"name":"Scoundrel","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You have always had a way with people. You can tease out their heart's desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage. You know what people want and you promise to deliver, coaxing people into otherwise foolish decisions. You make the improbable sound plausible, and come ahead on every deal."},"flavorName":{"value":"Favorite Schemes"},"flavorDescription":{"value":"Every scoundrel has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below."},"flavorOptions":{"value":"
          d6Favorite Schemes
          1I cheat at games involving chance.
          2I shave creds or forge documents.
          3I insinuate myself into people's lives to prey on their weakness and secure their fortunes.
          4I put on new identities like clothes.
          5I run sleight-of-hand cons on street corners.
          6I convince people that worthless junk is worth their hard-earned money.
          "},"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Sleight of Hand"},"toolProficiencies":{"value":"Disguise Kit, Forgery Kit"},"languages":{"value":null},"equipment":{"value":"A set of fine clothes, a disguise kit, a memento of a former con, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Scoundrels are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues."},"featureName":{"value":"False Identity"},"featureText":{"value":"

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

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

          "},"featOptions":{"value":"
          d8Feat
          1Silver-Tongued
          2Empathic
          3Performer
          4Quick-Fingered
          5Specialist
          6Force of Personality
          7Snappy Interjection
          8Actor
          "},"personalityTraitOptions":{"value":"
          d8Personality Trait
          1I fall in and out of love easily, and am always pursuing someone.
          2I have a joke for every occasion, especially occasions where humor is inappropriate.
          3Flattery is my preferred trick for getting what I want.
          4I'm a born gambler who can't resist taking a risk for a potential payoff.
          5I lie about almost everything, even when there's no good reason to.
          6Sarcasm and insults are my weapons of choice.
          7I keep multiple symbols on me and invoke whatever power might come in useful at any given moment.
          8I pocket anything I see that might have some value.
          "},"idealOptions":{"value":"
          d6Ideal
          1Independence. I am a free spirit—no one tells me what to do. (Chaotic)
          2Fairness. I never target people who can't afford to lose a few creds. (Lawful)
          3Charity. I distribute the money I acquire to the people who really need it. (Light)
          4Creativity. I never run the same con twice. (Any)
          5Friendship. Material goods come and go. Bonds of friendship last forever. (Light)
          6Aspiration. I'm determined to make something of myself. (Any)
          "},"flawOptions":{"value":"
          d6Flaw
          1I can't resist a pretty face.
          2I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
          3I'm convinced that no one could ever fool me the way I fool others.
          4I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
          5I can't resist swindling people who are more powerful than me.
          6I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
          "},"bondOptions":{"value":"
          d6Bond
          1I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
          2I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere.
          3Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
          4I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
          5A powerful person killed someone I love. Some day soon, I'll have my revenge.
          6I swindled and ruined a person who didn't deserve it, and I seek to atone for my misdeeds.
          "},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Scoundrel.webp","effects":[{"_id":"zxbZwq5rUD0VZ4jl","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Scoundrel","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"forg","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Scoundrel","tint":"","transfer":true}],"_id":"hgbzmtOKbrrpaH5O"} From 3c7411bf5588bbd4c8160321cca4d382c3dae3a4 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Thu, 19 Aug 2021 13:59:07 -0400 Subject: [PATCH 18/19] "My Dudes" Update 8/19/2021 + Adds Vonil/Ishu and Vonil/Ishu (Companion) and associated artwork to the Archetypes compendium. --- .../Vonil-Ishu Form (Companion).webp | Bin 0 -> 12306 bytes packs/Icons/Archetypes/Vonil-Ishu Form.webp | Bin 12306 -> 11422 bytes packs/packs/archetypes.db | 3 ++- 3 files changed, 2 insertions(+), 1 deletion(-) create mode 100644 packs/Icons/Archetypes/Vonil-Ishu Form (Companion).webp diff --git a/packs/Icons/Archetypes/Vonil-Ishu Form (Companion).webp b/packs/Icons/Archetypes/Vonil-Ishu Form (Companion).webp new file mode 100644 index 0000000000000000000000000000000000000000..287d37748dc497d5a462753a9398967e59cb5775 GIT binary patch literal 12306 zcmV+tFzwG$Nk&ErFaQ8oMM6+kP&iEfF8}~9U%(d-4LEGuMv@Z6`wZgkzuQW8Y` zq3YmKiEYv!QdM;)aBaXw(&7@{m}+>Z%zQDuSifIq-U;?NNIcx#Zzdn71%swo1+g+U z5Jk6=3PJ*Gw%s59x<*YQasE=P_zhU_qaPm_)ZL5jKA1Q57*luK_T&Y49!PK`Ns%N| zDK)A+W~TqYDvtTCmRhAz>u}%;kXzeU-7E+H@W~ZK>Awh%!W=U`MP_`8%p?i2Z6%U) zi=y3S|EuX`*z4}`DOdP>KK-8n*x3v+1orn3LG-YyI&T!` zmO-Fqa0@U12TlY4lr0gOpld{C002U?9q| z0bt+q({>h!ihBTnfs4dhI*k>8>T_uOcWyYDCb#@Y2!7z~2H32%0st}U!?7(0=sYe4 z$ku)f1VRvWfT;BdAfoiMVxPrP7e~6ScS$vUk|cf&F+>+fM@{SfeIy7)21HDuZ=^ep zrCjN*`?me6j^*X3+kT}`PqS-O1g0lUKta&~0k*UayA`)=OucUz7*oDHAtBvanxF)#52K{EyS7#02bW+idgP>HEH7cX+w>_Ka5AWutSi>llQ}iyFmN z=}Hwj)~MyRc7bxOVaPAet=q?_kw37l5LI7P;tMuZN1-0u;StI%D(UKcDUYx_M{j%f zNy)v?IM5r>qdi+|Yv1K;+jdCL{l4$a&Teemwr#sh<#bMGRH{>1rJc04ZQIFmcISPb z<{SQk`Q+NRt?bF#=lk!CyHz+<-L1GBA7iX=(;L`2ox%_B0?qnVkRxmP{RGrO7XoY~?N%u_KlGeh=CC`itz za5PmF5l`E;sgY#c*7JR4l9}X6hw#jZ$jVA8<}t=(W@hF;F#F6rXP^E6&)J+kW@gOd z%3_KPbXQ1n$sioKjig9krn_PIf+yRy-8QhTZO*kf0LoB`INp12ljjuRWW6uLNxC{j z3C>CSlrP6gpImtFok$TPfW6jiO$4D9D#4cL$hKA6wr$IEsjZL2B*D^gX|S}S@QyPx zGxHw3mF!27B-gfW+cNjaY`sssFd}g^@LDC=RoL9-HnsU(KtwJKd+#kXJQ%obq$o2B z14pCdCjkC{ZyeqlS(-ry7jI2>_BQpHOHCh-)d#5vT9!Zj8|`O#7kXjPd6ah7^*J^C zvHz9kU%d%$>iN{-elEOP0U{I70e%1>kzn%vxPhA+R8gjmdsW9m)f^O2Xi>XGwYr29 zL1WQbl{#@%)=EyOJc3e!0TM!5_;Il8Bfot~@0~sN$mO^wsv{gz|4-WT|CA%^$H*M1 z5*vg(t5_ujEpUd@!%h(ZodS9gXz%BkBw1AJ&Me?KDi`?PqEdhfk^!~=2RXjhEf2dT z&ppp?@>YPa-TUHQKQBA*^O7@vjyd`Nq;_%1w>*Zk(6Y!Og!lXSTjEB)&0(FgpUbxU zS@D`Gz5_qRbV^38(OjiTG%t`GL5l?_gD_Y_uoG$q=!7%Z&;0$pFZ$%e&$x+ZpO)|c z!neKQ?>}SwrI3ogVkB_~HTJbKJn{H*PF+9m9b3_0UPK(rtSK7+%rfMZ6F8&5a0ZDI z;Ug{x4Pr7`O?~}r;8X1W5r~p_7Z4~4cUEivg9l$C0l-aJa@l?H=jSi^$Ilx(PPj6i zFOwuNO3LXS!O@rFy0pXq?>9tCp}Y&1XJS4Qn$NFbPUb*SXZ#QPY#vyu<{^ywkIc+BTLjK8Jt z4=3y6Z*$O!# z7*w|R8Xx-Wr{8^lX%(+AaC4vhf}!QV7^2}oQI(l-`^B$*cZ8^~Jzsu)pw=C_z%Yl;rlpT znS1(K?!C`PLohm_=fn!d+zPO z|FaMNj*mpr&#|gIry;rvqZgP{9b`a&2Ra4X(-95b+swk7&naUB(8^FfT)TV*uc@fefNb<~C5z9(ns~H@cv= z>XBR>XB3PTs1HIV4w57a*J+0rmE&=9KOx6hV-*yr?dhye&K3dK3TOu8z3S>SE8jYz zj6##sksRJ}a~5G3T$e1o=XZZq_!v`~XC%RzFb#*}tAvIifdOcV@Se5wXo)uGl6%P; 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          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
          • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
          • \n
          • Your beast's level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.
          • \n
          • Your beast has the proficiency bonus of a player character of the same level.
          • \n
          • Whenever you gain the Ability Score Improvement feature in this class, your beast's abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can't increase an ability score above 20 using this feature unless its description specifies otherwise.
          • \n
          • While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).
          • \n
          \n

          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.

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          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.

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          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.

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          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.

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          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.

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          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.

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          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.

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

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

          \n

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

          \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.

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          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.

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          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.

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          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.

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          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.

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

          Proficiencies

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

          Features

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

          Bestial Traits

          \n

          The traits are presented in alphabetical order.

          \n

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

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

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

          Bloodstorm Approach

          \n

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

          \n

          Furious Throw

          \n

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

          \n

          Returning Attacks

          \n

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

          \n

          Throw Anything

          \n

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

          \n

          Fling People

          \n

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

          \n

          Throw Friend

          \n

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

          \n

          Throw Foe

          \n

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

          \n

          Raging Whirlwind

          \n

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

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

          Vonil/Ishu Form

          \n

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

          \n

          Bonus Proficiencies

          \n

          You gain proficiency in your choice of Intimidation or Persuasion.

          \n

          Form Basics

          \n

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

          \n

          Humanoid Companion

          \n

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

          \n

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

          \n

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

          \n

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

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

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

          \n

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

          \n

          The Way of the Hydra

          \n

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

          \n

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

          \n

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

          \n

          Channel the Force

          \n

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

          \n

          Smite

          \n

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

          \n

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

          \n

          Shield

          \n

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

          \n

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

          \n

          Teamwork

          \n

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

          \n

          Takedown

          \n

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

          \n

          Rebuttal

          \n

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

          \n

          Master of Unity

          \n

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

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

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

          "},"source":"EC","classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.stPbyGT5FdLHbSbl"}},"img":"systems/sw5e/packs/Icons/Archetypes/Vonil-Ishu%20Form.webp","effects":[]} +{"_id":"d8bJ4P3egKuTw5Ao","name":"Vonil/Ishu Form (Companion)","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

          Vonil/Ishu Form: 3rd level

          \n

          You gain proficiency in your choice of Intimidation or Persuasion.

          \n

          Form Basics

          \n

          Vonil/Ishu Form: 3rd level

          \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

          Vonil/Ishu Form: 3rd, 11th, and 17th level

          \n

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

          \n

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

          \n

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

          \n

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

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

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

          \n

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

          \n

          The Way of the Hydra

          \n

          Vonil/Ishu Form: 3rd level

          \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

          Vonil/Ishu Form: 15th level

          \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

          Vonil/Ishu Form: 20th level

          \n

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

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

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

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

          Exhibition Specialist

          \n

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

          \n

          Bonus Proficiencies

          \n

          Exhibition Specialist: 3rd level

          \n

          You gain proficiency in one Charisma skill of your choice.

          \n

          In the Spotlight

          \n

          Exhibition Specialist: 3rd level

          \n

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

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

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

          \n

          Glory Kill

          \n

          Exhibition Specialist: 7th level

          \n

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

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

          Glorious Defense

          \n

          Exhibition Specialist: 15th level

          \n

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

          \n

          The Beauty of Violence

          \n

          Exhibition Specialist: 18th level

          \n

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

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

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

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

          Enhancement Specialist

          \n

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

          \n

          Studied Shooter

          \n

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

          \n

          Special Ammunition

          \n

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

          \n

          Ammunition Enhancements

          \n

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

          \n

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

          \n

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

          \n

          Amplified Shots

          \n

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

          \n

          Saving Throws

          \n

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

          \n

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

          \n

          Ammunition Enhancements

          \n

          The ammunition enhancements are presented in alphabetical order.

          \n

          Carbonite Shot

          \n

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

          \n

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

          \n

          Coercing Shot

          \n

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

          \n

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

          \n

          Explosive Shot

          \n

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

          \n

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

          \n

          Hallucinogen Shot

          \n

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

          \n

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

          \n

          Piercing Shot

          \n

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

          \n

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

          \n

          Quell Shot

          \n

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

          \n

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

          \n

          Seeking Shot

          \n

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

          \n

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

          \n

          Enhanced Shot

          \n

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

          \n

          Redirected Shot

          \n

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

          \n

          Ever-Ready Shot

          \n

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

          \n

          Ammunition Upgrades

          \n

          At 18th level, your ammunition enhancements improve.

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

          Way of Lightning

          \n

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

          \n

          Shocking Affinity

          \n

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

          \n

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

          \n

          Potent Lightning

          \n

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

          \n

          Blistering Rebuke

          \n

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

          \n

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

          \n

          Electric Attunement

          \n

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

          \n

          Unlimited Power

          \n

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

          \n

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

          "},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Lightning.webp","effects":[]} @@ -105,6 +105,7 @@ {"_id":"r7BKY5yWig2vhW5i","name":"Way of Telekinetics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

          Way of Telekinetics

          \n

          The consular knows how to manipulate the essence of the surrounding elements with the power of the Force. Those consulars who follow the Way of Telekinetics create torrential gusts of telekinetic energy, forming a potent combination that can pummel even the toughest adversaries into submission.

          \n

          Staggering Stratagem

          \n

          When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

          \n

          Mighty Blast

          \n

          At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

          \n

          This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

          \n

          Size Matters Not

          \n

          Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

          \n

          Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

          \n

          Repulsing Wave

          \n

          At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

          \n

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

          \n

          My Ally is the Force

          \n

          Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

          \n

          Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

          "},"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%20Telekinetics.webp","effects":[]} {"_id":"rW7zqxiNXePBLnui","name":"Form II: Makashi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

          Form II: Makashi

          \n

          Form II, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.

          \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.GBccAWbpxgNPTz0D]{Makashi Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

          \n

          The Way of the Ysalamiri

          \n

          Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

          \n

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

          \n

          Channel the Force

          \n

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

          \n

          Makashi Riposte

          \n

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

          \n

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

          \n

          Shatterpoint

          \n

          Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weak-nesses, and learn certain informat-ion about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

          \n
            \n
          • Strength score
          • \n
          • Dexterity score
          • \n
          • Wisdom score
          • \n
          • Charisma score
          • \n
          • Armor Class
          • \n
          • Current hit points
          • \n
          • Total class levels (if any)
          • \n
          • Total Forcecaster levels (if any)
          • \n
          \n

          Glancing Blow

          \n

          Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

          \n

          Master of Contention

          \n

          At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

          \n
            \n
          • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
          • \n
          • All melee attacks have disadvantage against you.
          • \n
          • Your melee weapon attacks inflict an additional damage die.
          • \n
          \n

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

          "},"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/Makashi%20Form.webp","effects":[]} {"_id":"rhte8G7Duf9dtKLV","name":"Explorer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

          Explorer Pursuit

          \n

          The explorer strives to navigate past the known to discover new planets, forgotten ruins, or forbidden locations. Those scholars who choose the Explorer Pursuit spend their time studying maps, landmarks, architecture blue prints, or even history books, using them to effectively lead the way for their companions.

          \n

          Focused Navigator

          \n

          Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

          \n

          Surveyed Area

          \n

          At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

          \n

          Additional Maneuvers

          \n

          When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

          \n

          Effective Flanking

          \n

          Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

          \n

          On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

          \n

          Encouraging Pace

          \n

          You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

          \n

          No Escape

          \n

          Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature's movement speed becomes 0 until the start of its next turn.

          \n

          Precise Movements

          \n

          When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature's speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

          \n

          Snare Traps

          \n

          You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

          \n

          On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

          \n

          Superior Counterattack

          \n

          Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

          \n

          Wrestle and Drag

          \n

          When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

          \n

          Field Advantage

          \n

          At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

          \n

          Unstoppable Adventurer

          \n

          At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

          \n

          Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

          \n

          Survey Master

          \n

          Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

          \n

          Discoveries (Explorer)

          \n

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

          \n

          Cover Adept

          \n

          Prerequisite: 12th level

          \n

          You treat half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

          \n

          Dungeon Explorer

          \n

          You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

          \n

          In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

          \n

          Galactic Explorer

          \n

          Prerequisite: 9th level

          \n

          When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

          \n

          Grappling Hunter

          \n

          Prerequisite: 5th level

          \n

          Attack rolls that you make against creatures that you are grappling have advantage.

          \n

          High Ground

          \n

          Prerequisite: 5th level

          \n

          Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

          \n

          No Stone Left Unturned

          \n

          When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

          \n

          Versatile Explorer

          \n

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

          "},"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/Explorer%20Pursuit.webp","effects":[]} +{"_id":"sn8GfBt0IVDXLfQF","name":"Vonil/Ishu Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

          Vonil/Ishu Form

          \n

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

          \n

          Form Basics

          \n

          Vonil/Ishu Form: 3rd level

          \n

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

          \n

          The Way of the Hydra

          \n

          Vonil/Ishu Form: 3rd, 11th, and 17th level

          \n

          As a bonus action, you can enter a synchronized stance with one ally of your choice within 10 feet of you for 1 minute. While in this stance, once per turn, when you hit a creature with an attack, the chosen ally has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when the chosen ally 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 the chosen ally are incapacitated or die, or if the chosen ally 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, the chosen ally must be within 30 feet of you to benefit from this feature. At 17th level, the chosen ally must be within 60 feet.

          \n

          Channel the Force

          \n

          Vonil/Ishu Form: 3rd, 11th, and 17th level

          \n

          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 an ally 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 the chosen ally 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, the chosen ally must be within 30 feet of you to benefit from this feature. At 17th level, the chosen ally must be within 60 feet.

          \n

          Shield

          \n

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

          \n

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

          \n

          Amplified Auras

          \n

          Vonil/Ishu Form: 7th, 11th, and 17th level

          \n

          While one ally of your choice is within 10 feet of you, your auras emit from that ally as if you were standing in that ally's space. A creature in the area of more than one instance of your auras is affected only once.

          \n

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

          \n

          Teamwork

          \n

          Vonil/Ishu Form: 15th and 17th level

          \n

          You gain one of the following features. Choose Takedown for Vonil or Rebuttal for Ishu.

          \n

          Takedown

          \n

          When an ally within 30 feet of you 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 their next turn, instead of only one. When you take the Help action and help an ally within 30 feet of you, the chosen ally has advantage on the next two ability checks or attack rolls it makes before the start of your next turn, instead of only one.

          \n

          At 17th level, an ally must be within 60 feet of you to benefit from this feature.

          \n

          Rebuttal

          \n

          When an ally within 30 feet of you takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of their next turn. When you take the Help action and help an ally within 30 feet of you, it gains temporary hit points equal to your guardian level that last until the start of your next turn.

          \n

          At 17th level, an ally must be within 60 feet of you to benefit from this feature.

          \n

          Master of Unity

          \n

          Vonil/Ishu Form: 20th level

          \n

          You and your allies 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 and choose an ally within 60 feet of you to gain the following benefits for 1 minute:

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

          This effect ends early if either you or the chosen ally are incapacitated or die, or if the chosen ally 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","className":"Guardian","classCasterType":""},"flags":{"core":{"sourceId":"Item.DYQQLJWBQvMZ0DJX"}},"img":"systems/sw5e/packs/Icons/Archetypes/Vonil-Ishu%20Form.webp","effects":[]} {"_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
          • You have resistance to kinetic and energy damage from unenhanced weapons.
          • \n
          • You ignore effects that would reduce your speed.
          • \n
          • Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
          • \n
          \n

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

          "},"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":[]} From a9884df6e3cc40e4b6a42c3199f60ca1ec000929 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Thu, 19 Aug 2021 14:05:42 -0400 Subject: [PATCH 19/19] "My Dudes" Update 8/19/2021 - UPDATE Minor update to Archetypes compendium. --- packs/packs/archetypes.db | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index 0b3f8489..b54ba6fa 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -105,7 +105,7 @@ {"_id":"r7BKY5yWig2vhW5i","name":"Way of Telekinetics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

          Way of Telekinetics

          \n

          The consular knows how to manipulate the essence of the surrounding elements with the power of the Force. Those consulars who follow the Way of Telekinetics create torrential gusts of telekinetic energy, forming a potent combination that can pummel even the toughest adversaries into submission.

          \n

          Staggering Stratagem

          \n

          When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

          \n

          Mighty Blast

          \n

          At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone.

          \n

          This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

          \n

          Size Matters Not

          \n

          Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

          \n

          Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

          \n

          Repulsing Wave

          \n

          At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

          \n

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

          \n

          My Ally is the Force

          \n

          Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

          \n

          Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

          "},"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%20Telekinetics.webp","effects":[]} {"_id":"rW7zqxiNXePBLnui","name":"Form II: Makashi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

          Form II: Makashi

          \n

          Form II, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.

          \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.GBccAWbpxgNPTz0D]{Makashi Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

          \n

          The Way of the Ysalamiri

          \n

          Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

          \n

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

          \n

          Channel the Force

          \n

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

          \n

          Makashi Riposte

          \n

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

          \n

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

          \n

          Shatterpoint

          \n

          Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weak-nesses, and learn certain informat-ion about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

          \n
            \n
          • Strength score
          • \n
          • Dexterity score
          • \n
          • Wisdom score
          • \n
          • Charisma score
          • \n
          • Armor Class
          • \n
          • Current hit points
          • \n
          • Total class levels (if any)
          • \n
          • Total Forcecaster levels (if any)
          • \n
          \n

          Glancing Blow

          \n

          Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

          \n

          Master of Contention

          \n

          At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

          \n
            \n
          • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
          • \n
          • All melee attacks have disadvantage against you.
          • \n
          • Your melee weapon attacks inflict an additional damage die.
          • \n
          \n

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

          "},"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/Makashi%20Form.webp","effects":[]} {"_id":"rhte8G7Duf9dtKLV","name":"Explorer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

          Explorer Pursuit

          \n

          The explorer strives to navigate past the known to discover new planets, forgotten ruins, or forbidden locations. Those scholars who choose the Explorer Pursuit spend their time studying maps, landmarks, architecture blue prints, or even history books, using them to effectively lead the way for their companions.

          \n

          Focused Navigator

          \n

          Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

          \n

          Surveyed Area

          \n

          At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

          \n

          Additional Maneuvers

          \n

          When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

          \n

          Effective Flanking

          \n

          Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

          \n

          On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

          \n

          Encouraging Pace

          \n

          You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

          \n

          No Escape

          \n

          Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature's movement speed becomes 0 until the start of its next turn.

          \n

          Precise Movements

          \n

          When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature's speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

          \n

          Snare Traps

          \n

          You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

          \n

          On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

          \n

          Superior Counterattack

          \n

          Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

          \n

          Wrestle and Drag

          \n

          When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

          \n

          Field Advantage

          \n

          At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

          \n

          Unstoppable Adventurer

          \n

          At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

          \n

          Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

          \n

          Survey Master

          \n

          Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

          \n

          Discoveries (Explorer)

          \n

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

          \n

          Cover Adept

          \n

          Prerequisite: 12th level

          \n

          You treat half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

          \n

          Dungeon Explorer

          \n

          You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

          \n

          In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

          \n

          Galactic Explorer

          \n

          Prerequisite: 9th level

          \n

          When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

          \n

          Grappling Hunter

          \n

          Prerequisite: 5th level

          \n

          Attack rolls that you make against creatures that you are grappling have advantage.

          \n

          High Ground

          \n

          Prerequisite: 5th level

          \n

          Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

          \n

          No Stone Left Unturned

          \n

          When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

          \n

          Versatile Explorer

          \n

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

          "},"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/Explorer%20Pursuit.webp","effects":[]} -{"_id":"sn8GfBt0IVDXLfQF","name":"Vonil/Ishu Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

          Vonil/Ishu Form

          \n

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

          \n

          Form Basics

          \n

          Vonil/Ishu Form: 3rd level

          \n

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

          \n

          The Way of the Hydra

          \n

          Vonil/Ishu Form: 3rd, 11th, and 17th level

          \n

          As a bonus action, you can enter a synchronized stance with one ally of your choice within 10 feet of you for 1 minute. While in this stance, once per turn, when you hit a creature with an attack, the chosen ally has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when the chosen ally 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 the chosen ally are incapacitated or die, or if the chosen ally 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, the chosen ally must be within 30 feet of you to benefit from this feature. At 17th level, the chosen ally must be within 60 feet.

          \n

          Channel the Force

          \n

          Vonil/Ishu Form: 3rd, 11th, and 17th level

          \n

          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 an ally 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 the chosen ally 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, the chosen ally must be within 30 feet of you to benefit from this feature. At 17th level, the chosen ally must be within 60 feet.

          \n

          Shield

          \n

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

          \n

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

          \n

          Amplified Auras

          \n

          Vonil/Ishu Form: 7th, 11th, and 17th level

          \n

          While one ally of your choice is within 10 feet of you, your auras emit from that ally as if you were standing in that ally's space. A creature in the area of more than one instance of your auras is affected only once.

          \n

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

          \n

          Teamwork

          \n

          Vonil/Ishu Form: 15th and 17th level

          \n

          You gain one of the following features. Choose Takedown for Vonil or Rebuttal for Ishu.

          \n

          Takedown

          \n

          When an ally within 30 feet of you 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 their next turn, instead of only one. When you take the Help action and help an ally within 30 feet of you, the chosen ally has advantage on the next two ability checks or attack rolls it makes before the start of your next turn, instead of only one.

          \n

          At 17th level, an ally must be within 60 feet of you to benefit from this feature.

          \n

          Rebuttal

          \n

          When an ally within 30 feet of you takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of their next turn. When you take the Help action and help an ally within 30 feet of you, it gains temporary hit points equal to your guardian level that last until the start of your next turn.

          \n

          At 17th level, an ally must be within 60 feet of you to benefit from this feature.

          \n

          Master of Unity

          \n

          Vonil/Ishu Form: 20th level

          \n

          You and your allies 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 and choose an ally within 60 feet of you to gain the following benefits for 1 minute:

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

          This effect ends early if either you or the chosen ally are incapacitated or die, or if the chosen ally 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","className":"Guardian","classCasterType":""},"flags":{"core":{"sourceId":"Item.DYQQLJWBQvMZ0DJX"}},"img":"systems/sw5e/packs/Icons/Archetypes/Vonil-Ishu%20Form.webp","effects":[]} +{"_id":"sn8GfBt0IVDXLfQF","name":"Vonil/Ishu Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"

          Vonil/Ishu Form

          \n

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

          \n

          Form Basics

          \n

          Vonil/Ishu Form: 3rd level

          \n

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

          \n

          The Way of the Hydra

          \n

          Vonil/Ishu Form: 3rd, 11th, and 17th level

          \n

          As a bonus action, you can enter a synchronized stance with one ally of your choice within 10 feet of you for 1 minute. While in this stance, once per turn, when you hit a creature with an attack, the chosen ally has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when the chosen ally 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 the chosen ally are incapacitated or die, or if the chosen ally 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, the chosen ally must be within 30 feet of you to benefit from this feature. At 17th level, the chosen ally must be within 60 feet.

          \n

          Channel the Force

          \n

          Vonil/Ishu Form: 3rd, 11th, and 17th level

          \n

          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 an ally 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 the chosen ally 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, the chosen ally must be within 30 feet of you to benefit from this feature. At 17th level, the chosen ally must be within 60 feet.

          \n

          Shield

          \n

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

          \n

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

          \n

          Amplified Auras

          \n

          Vonil/Ishu Form: 7th, 11th, and 17th level

          \n

          While one ally of your choice is within 10 feet of you, your auras emit from that ally as if you were standing in that ally's space. A creature in the area of more than one instance of your auras is affected only once.

          \n

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

          \n

          Teamwork

          \n

          Vonil/Ishu Form: 15th and 17th level

          \n

          You gain one of the following features. Choose Takedown for Vonil or Rebuttal for Ishu.

          \n

          Takedown

          \n

          When an ally within 30 feet of you 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 their next turn, instead of only one. When you take the Help action and help an ally within 30 feet of you, the chosen ally has advantage on the next two ability checks or attack rolls it makes before the start of your next turn, instead of only one.

          \n

          At 17th level, an ally must be within 60 feet of you to benefit from this feature.

          \n

          Rebuttal

          \n

          When an ally within 30 feet of you takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of their next turn. When you take the Help action and help an ally within 30 feet of you, it gains temporary hit points equal to your guardian level that last until the start of your next turn.

          \n

          At 17th level, an ally must be within 60 feet of you to benefit from this feature.

          \n

          Master of Unity

          \n

          Vonil/Ishu Form: 20th level

          \n

          You and your allies 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 and choose an ally within 60 feet of you to gain the following benefits for 1 minute:

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

          This effect ends early if either you or the chosen ally are incapacitated or die, or if the chosen ally 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","className":"Guardian","classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.DYQQLJWBQvMZ0DJX"}},"img":"systems/sw5e/packs/Icons/Archetypes/Vonil-Ishu%20Form.webp","effects":[]} {"_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
          • You have resistance to kinetic and energy damage from unenhanced weapons.
          • \n
          • You ignore effects that would reduce your speed.
          • \n
          • Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
          • \n
          \n

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

          "},"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":[]}